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Published by Dragoonmk3, 2023-05-12 00:26:07

Pathfinder NPC Codex

PZO1124 NPC Codex

DEFENSE AC 21, touch 16, flat-footed 16 (+5 armor, +1 deflection, +5 Dex) hp 86 (11d8+33) Fort +5, Ref+ 13, Will +5; +2 vs. enchantments Defensive Abilities evasion, improved uncanny dodge, trap sense + 3; Immune sleep OFFENSE Speed 30 ft. Melee +1 rapier +15/+10 (1d6+3/15-20 plus poison) Ranged mwk dagger +14/+9 (1d4+2/19-20 plus poison) Special Atta(ks sneak attack +6d6 TACTICS Before Combat The rogue applies blue whinnis poison to his rapier and dagger. During Combat The rogue focuses on one target, using Power Attack, sneak attack, and the ongoing effects of his bleeding attack ability and blue whinnis poison to deal as much damage as possible in a short amount of time. If the target tries to flee, the contract killer uses Stand Still to prevent escape, or throws his poisoned dagger. STATISTICS Str 14, Dex 20, Con 12, lnt 12, Wis 12, Cha 8 Base Atk +8; CMB +10; CMO 26 Feats Combat Reflexes, Improved Critical (rapier), Power Attack, Stand Still, Toughness, Weapon Finesse, Weapon Focus (rapier) Skills Acrobatics +19, Bluff +13, Climb +16, Disable Device +21, Disguise +13, Intimidate +13, Knowledge (local) +15, Perception +17, Stealth +19 Languages Common, Dwarven, Elven SQ elven magic, rogue talents (bleeding attack +6, combat trick, crippling strike, fast stealth, surprise attack), trapfinding +5, weapon familiarity Combat Gear elixir of hiding, potion of cure serious wounds, potion of invisibility, antitoxin, blue whinnis poison (4); Other Gear +2 studded leather, + 1 rapier, masterwork dagger, belt of incredible dexterity +2, cloak of resistance +1, ring of protection +1, masterwork thieves' tools, sunrods (3), 617 gp The contract killer uses stealth and poison to kill his latest target. MOttARN THE CORPSEMAKER Mollarn is an old elf, and the only constant he has found over the centuries is that people are fragile and prone to unexpected injuries and death. Having lost countless friends in his lifetime, he has given up on forming anything but the most casual attachments to others, and has transformed himself into an agent of death. Killing gives him no sense of satisfaction or pleasureit is simply as common and routine as breathing. If he must kill others to reach his intended target, he does so without remorse or guilt. Combat Encounters: Mollarn might arrive to murder one of t he PCs or someone known to them. A victim could merely be an obstacle in Mollarn's path to his true target, and getting the person out of the way is enough to get Mollarn to proceed toward his intended foe. Roleplaying Suggestions: Utterly without scruples, Mollarn might work for the PCs as an assassin. If he has been double-crossed by an employer, he might ask the PCs to help him get revenge, especially if the PCs dislike the one who betrayed him.


I nit +2; Senses Perception +20 DEFENSE AC 18, touch 14, flat-footed 15 (+4 armor, +1 deflection, +2 Dex, +1 dodge) hp 57 (12d8) Fort +6, Ref +12, Will +7 Defensive Abilities improved evasion, improved uncanny dodge, trap sense +4 OFFENSE Speed 30 ft. Melee +1 frost dogger +12/+7 (1d4/19-20 plus 1d6 cold) Ranged dagger +11 (1d4-1/19-20) Special Attacks sneak attack +6d6 Rogue Spell-Like Abilities (CL 12th, concentration +16) 3jday-messoge 2jday-wmprehend languages TACTICS Before Combat The rogue uses his wand of mage armor. During Combat If forced to fight, the rogue uses the disarm combat maneuver against his opponent's weapon to defuse the situation. Base Statistics Without mage armor, the rogue's statistics are AC 14, touch 14, flat-footed 11. STATISTICS Str 8, Dex 14, Con 10, lnt 18, Wis 12, Cha 17 Base Atk +9; CMB +8; CMO 22 Feats Alertness, Combat Expertise, Deceitful, Dodge, Greater Disarm, Improved Disarm, Weapon Finesse Skills Acrobatics +17, Bluff +22, Diplomacy +18, Disable Device +19, Disguise +22, Knowledge (local) +19, Knowledge (nobility, religion) +16, Perception +20, Perform (dance, sing) +18, Sense Motive +20, Stealth +17, Use Magic Device +18 Languages Common, Dwarven, Elven, Gnome, Halfling SQ rogue talents (improved evasion, major magic, minor magic, quick disable, slippery mind, trap spotter), trapfinding +6 Combat Gear potions of glibness (2), scrolls of tongues (2), wand of mage armor (20 charges); Other Gear +1 frost dagger, dagger, cloak of resistance +2, headband of alluring charisma +2, ring of protection +1, disguise kit, masterwork thieves' tools, jewelry (worth 200 gp), 696 gp The dilettante developed magical abilities, but eventually decided to avoid both the arcane and divine paths. NEBERTON THE W1SE Neberton could have been a spellcaster, but felt it required too much work. Instead, he uses his natural talents for trickery and altering his appearance to acquire money and shelter-and get company for his bed. He isn't malicious, but feels no remorse for conning the rich and gullible. Combat Encounters: Neberton avoids combat if at all possible. A duped ally might turn on him, a spurned lover may send a champion (such as a PC) to duel him, or he could whip a crowd of "believers" into a mob intent on protecting their "savior." Roleplaying Suggestions: N eberton's talents make him a good "face" for a group of PCs lacking adequate diplomacy. His many schemes in various cities give him valuable information on high and low society, including the means to infiltrate exclusive parties or find the secret ins and outs of castles and mansions.


DEFENSE AC 23, touch 16, flat-footed 18 (+5 armor, +1 deflection, +4 Dex, + 1 dodge, + 1 natural, + 1 shield) hp 114 (13d8+52) Fort +7, Ref+ 13, Will +9; +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), improved evasion, improved uncanny dodge, trap sense +4 OFFENSE Speed 20 ft. Melee +1 short sword +12/+7 (1d6+1/17-20), +1 short sword +12/+7 (1d6+1/17-20) or +1 short sword +14/+9 (1d6+1/17-20) Ranged dagger + 13/+8 (1d4/19-20) Special Attacks + 1 on attack rolls against goblinoid and ore humanoids, sneak attack +7d6 Rogue Spell-Like Abilities (CL 13th, concentration + 14) 3/day-detect magic TACTICS During Combat The rogue uses flanking and sneak attacks as often as possible. He relies on his resiliency and defensive roll rogue talents to stay alive against dangerous opponents. STATISTICS Str 10, Dex 18, Con 14, lnt 13, Wis 14, Cha 12 Base Atk +9; CMB +9; CMD 25 (29 vs. bull rush or trip) Feats Dodge, Improved Critical (short sword), Improved Two-Weapon Fighting, Iron Will, Toughness, TwoWeapon Defense, Two-Weapon Fighting, Weapon Finesse Skills Acrobatics +20 (+16 when jumping), Bluff +17, Climb +8, Disable Device +19, Disguise +9, Knowledge (arcana) +6, Knowledge (dungeoneering) +5, Knowledge (history) +2, Knowledge (local) +14, Perception +18 (+20 to notice unusual stonework), Sense Motive +18, Sleight of Hand +12, Stealth +20, Swim +8, Use Magic Device +9 SQ rogue talents (bleeding attack +7, combat trick, defensive roll, improved evasion, minor magic, resiliency), trapfinding +6 Combat Gear potion of cure serious wounds, potion of invisibility, antitoxin (2); Other Gear +2 studded leather, +1 short swords (2), daggers (4), amulet of natural armor +1, belt of physical might +2 (Dex, Con), cloak of resistance +1, ring of protection +1, masterwork thieves' tools, 2,047 gp The guildmaster manipulates crime and politics-often the same thing-to create wealth and stability for himself and his devoted thieves. OlENJACK THE A XE Olenjack worked his way up through the ranks of the guild he now runs with a patient but firm hand. He has always been unusually tall for a dwarf, and frequently jokes that he's used magic to make himself even taller. He is patient and deliberate, able to keep multiple schemes and long-term plans in mind simultaneously, and never forgets (or lets his acolytes forget) that as his dwarven lifespan is longer than that of his human enemies. He's often able to plan for the future, remain patient, and let his more brash enemies walk directly into the traps he's laid for them. His nickname refers to his habit of taking swift, decisive action after quiet planning, executing his will in one stroke. Yet despite his formidable nature, he's learned the value of spreading the wealth and not preying too heavily on locals. As a result, he remains a pillar of his community, highly respected even by those who suspect his criminal ties. Those living within his territory seek his advice and ask him for favors, most regarding him as a beneficent but firm grandfatherly figure without ever realizing his true hardhearted character. Combat Encounters: Olenjack and his bodyguards might fight the PCs if a peaceful meeting goes terribly wrong, if the PCs betray him and he wants to personally teach them a lesson, or if they threaten the livelihood ofhis guild and have already proven themselves capable of overpowering his minions. Roleplaying Suggestions: Given Olenjack's ties to the community, the PCs may interact with him in a king's court, at a meeting of mercantile guildmasters, or among the patrons of high society.


lnit +10; Senses Perception +16 DEFENSE AC 21, touch 16, flat-footed 16 (+4 armor, +1 deflection, +5 Dex, + 1 natural) hp 108 (14d8+42) Fort +6, Ref + 16, Will +4 Defensive Abilities improved evasion, improved uncanny dodge, trap sense +4 OFFENSE Speed 30 ft. Melee +2 vicious spiked chain +19/+14 (2d4+5/19-20 plus 2d6) Special Atta(ks sneak attack +7d6 TACTICS During Combat The rogue uses trip and disarm combat maneuvers to hinder opponents before finishing them off with damaging attacks. STATISTICS Str 14, Dex 22, Con 12, lnt 13, Wis 8, Cha 10 Base Atk +10; CMB +12 (+16 disarm or trip); CMD 29 (31 vs. disarm or trip) Feats Combat Expertise, Exotic Weapon Proficiency (spiked chain), Greater Disarm, Greater Trip, Improved Critical (spiked chain), Improved Disarm, Improved Initiative, Improved Trip, Toughness, Weapon Finesse, Weapon Focus (spiked chain) Skills Acrobatics +23, Climb +19, Disable Device +23, Escape Artist +23, Intimidate +17, Knowledge (dungeoneering) +8, Knowledge (local) +9, Knowledge (religion) +6, Perception +16, Sleight of Hand +23, Stealth +23, Survival +13, Swim +19 SQ rogue talents (bleeding attack +7, feat, finesse rogue, improved evasion, opportunist, stand up, weapon training), trapfinding +7 Combat Gear potions of cure serious wounds (3), potions of haste (2); Other Gear +1 studded leather, +2 vicious spiked chain, amulet of natural armor +1, belt of incredible dexterity +2, brooch of shielding, cloak of resistance + 1, ring of protection + 1, thieves' tools, 1,020 gp The chain mauler is a vicious sadist whose weapon her the bloodiest satisfaction. PELETHA Peletha's dark career as a torturer began as a child, when she collected live insects and pinned them to her wall with needles and nails. Soon she moved on to larger, bloodier animals, and started beating the children in her neighborhood at random. Taken in by a cult of the god of pain, she spent her teenage years as the "pet" of the high priest, learning to understand new heights of pain and how to inflict it upon others. Though she appreciates the delicacies of torture, she prefers more direct methods-namely, beating her victims with her magical spiked chain. Combat Encounters: Peletha might hunt the PCs of her own volition, or pursue them on orders from her cultist masters. She could be encountered roaming the city or patrolling her cult's secret lair. Roleplaying Suggestions: Peletha may allow herself to be shackled and used as bait for the PCs, pretending to be an innocent victim of the church of torturers. However, she is not good at lying or interacting with people in socially acceptable ways, and her true personality and role soon become obvious.


DEFENSE AC 22, touch 17, flat-footed 16 (+5 armor, +1 deflection, +5 Dex, + 1 dodge) hp 101 (15d8+30) Fort +7, Ref +16, Will +7; +2 vs. enchantments Defensive Abilities improved evasion, improved uncanny dodge, trap sense +5 OFFENSE Speed 30 ft. Melee mwk rapier + 14/+9/+4 (1d6+2/18-20) Ranged +1 shock composite longbow +19/+14/+9 (1d8+3jx3 plus 1 d6 electricity) Special Attacks sneak attack +8d6 TACTICS Before Combat The rogue uses his ring of invisibility and finds a hiding place from which he can ambush the PCs. During Combat The rogue uses Manyshot and Rapid Shot against his foes. If discovered, he uses his ring of invisibility again and changes location. STATISTICS Str 14, Dex 22, Con 13, lnt 10, Wis 12, Cha 8 Base Atk +11; CMB +13; CMD 31 Feats Dodge, Improved Precise Shot, Manyshot, Mobility, Point-Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, Skill Focus (Stealth), Weapon Focus (composite longbow) Skills Acrobatics +24, Climb +20, Disguise +17, Knowledge (dungeoneering) +8, Knowledge (geography) +5, Knowledge (nature) +15, Perception +21, Ride +21, Stealth +30, Swim +10 Languages Common, Elven SQ rogue talents (bleeding attack +8, defensive roll, fast stealth, improved evasion, rogue crawl, slippery mind, weapon training), trapfinding + 7, elf blood Combat Gear +1 human-bone arrows (5), +1 magical beast-bone arrows (5), silversheen (2); Other Gear +2 studded leather, + 1 shock composite longbow (+2 Str) with 50 arrows, masterwork rapier, belt of incredible dexterity +2, cloak of resistance +1, efficient quiver, ring of invisibility, ring of protection +1, disguise kit, sunrods (4), 1,587 gp The unseen archer strikes from concealment, planning for his target to die before it has a chance to see him. R.OSCOUAN Roscolian is a mercenary sniper, willing to work alone or as part of a team as long as he gets to fight at a safe distance, shooting at creatures that don't know he's there. He doesn't care whether it's unfair or unsportsmanlike; he'd rather be a coward with a hundred kills than a hero with a sword in his neck. He relies on his ring of invisibility to keep him out of trouble, and isn't averse to abandoning his companions and fleeing invisibly if a battle goes wrong. He doesn't particularly like dungeons because he feels the narrow tunnels don't allow enough space between him and his targets. Combat Encounters: When invisible, Roscolian can attack from anywhere, surprising unsuspecting PCs with a hail of deadly arrows and staying hidden until he can activate his ring again. Since he works best at a distance, he prefers situations where he can kill a target and then move before he is discovered. Roleplaying Suggestions: Roscolian doesn't brag about what he does, and the PCs might think he is just a humble, local scout or archer. He'll work for almost anyone, so the PCs may be able to hire him-though only on his terms.


I nit +8; Senses darkvision 60 ft.; Perception +20 DEFENSE AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) hp 123 (16d8+48) Fort +12, Ref +19, Will +13 Defensive Abilities improved evasion, improved uncanny dodge, ore ferocity, trap sense +5 OFFENSE Speed 30 ft. Melee sword of subtlety + 18/+ 13/+8 (1d6+5/17-20) Ranged mwk dagger +17 (1d4+4/19-20) Special Atta(ks sneak attack +8d6 Rogue Spell-Like Abilities (CL 16th, concentration +16) 3jday-detect magic 2jday-shield TACTICS Before Combat The rogue drinks a potion of resist energy if he expects his target to use energy attacks and uses shield on himself. During Combat The rogue uses Sickening Critical or Intimidate to hinder opponents so he can use Shatter Defenses to sneak attack them. If the opponent has magical protections, the rogue uses the dispelling attack rogue talent to break those defenses. STATISTICS Str 18, Dex 18, Con 14, lnt 10, Wis 12, Cha 8 Base Atk +12; CMB +16; CMD 30 Feats Critical Focus, Dazzling Display, Improved Critical (short sword), Improved Initiative, Improved Iron Will, Iron Will, Shatter Defenses, Sickening Critical, Step Up, Weapon Finesse, Weapon Focus (short sword) Skills Acrobatics +23, Disable Device +25, Fly +20, Intimidate +20, Knowledge (arcana) +16, Perception +20, Speller aft +16, Stealth +23 Languages Common SQ ore blood, rogue talents (combat trick, dispelling attack [CL 16th], feat, improved evasion, major magic, minor magic, slippery mind, weapon training), trapfinding +8, weapon familiarity Combat Gear potions of cure serious wounds (2), potion of fly, potion of invisibility, potions of resist energy (acid, cold, fire); Other Gear + 1 studded leather, sword of subtlety, masterwork dagger, belt of incredible dexterity +2, brooch of shielding, cloak of resistance +5, masterwork thieves' tools, 1,413 gp The mage slayer is trained and equipped to murder arcane spellcasters. Each one has some minor magical training, either from a church or arcane study. SKA NRAK Skanrak was raised by a cult of religious zealots who believe arcane magic is a profane offense to the gods. He hates all arcane spellcasters with a passion, no matter what their class is, whether their magic is trained or natural, or toward what ends the magic is used. His hatred includes monsters that use arcane magic, such as nagas and dragons, and especially those that use magic to bypass the natural laws of death by becoming undead. He is very knowledgeable about arcane magic, recognizing signs of magic and quickly identifying a caster's class, bloodline, or favored school. He knows that a split-second hesitation could cost him his life, so he never makes witty chatter during a fight, instead going about his business with a grim and brutal efficiency. Combat Encounters: Skanrak often works alone, targeting vulnerable individuals (like a solitary wizard crafting a magic item) who he can then isolate and attack. He might ally with priests of his cult, especially if they can ward him against hostile magic (such as with death ward, spell immunity, and spell resistance). He has no particular hatred for nonmagical creatures, but never gives more than one warning to stay out of his way, and frequently waives that warning if it's clear someone intends to stop him. Roleplaying Suggestions: Skanrak may agree to a truce with a magic-wielding PC in exchange for help killing a dangerous opponent he cannot defeat alone, but the truce expires as soon as his objective is met.


DEFENSE AC 27, touch 19, flat-footed 21 (+7 armor, +3 deflection, +5 Dex, +1 dodge, +1 natural) hp 148 (17d8+68) Fort +9, Ref + 18, Will +9 Defensive Abilities improved evasion, improved uncanny dodge, trap sense +5 OFFENSE Speed 30 ft. Melee +1 shock rapier +19/+14/+9 (1d6+1/15-20 plus 1d6 electricity) Ranged +1 shortbow +19/+14/+9 (1d6+1/x3) Special Attacks sneak attack +9d6 TACTICS Before Combat The rogue prefers to work from the shadows, manipulating events and people to do his bidding. If combat is needed, he always attacks from surprise, when his foes least expect it. During Combat The rogue prefers to move up, strike suddenly, withdraw before his foes can respond, and use his hot of disguise to change his appearance once he's out of sight. He relies on his rogue talents to protect him. STATISTICS Str 10, Dex 22, Con 14, lnt 14, Wis 10, Cha 12 Base Atk +12; CMB +12; CMD 32 Feats Combat Expertise, Dodge, Greater Feint, Improved Critical (rapier), Improved Feint, Iron Will, Mobility, Spring Attack, Toughness, Weapon Finesse Skills Bluff +21, Climb +8, Diplomacy +21, Disable Device +23, Disguise +21, Escape Artist +19, Intimidate +9, Knowledge (arcana, geography) +7, Knowledge (local) +22, Knowledge (nobility) +12, Perception +15, Perform (act) +8, Ride +11, Sense Motive +15, Sleight of Hand +14, Stealth +26, Use Magic Device +16 Languages Common, Dwarven, Elven SQ rogue talents (bleeding attack +9, crippling strike, defensive roll, fast stealth, improved evasion, slippery mind, stand up, trap spotter), trapfinding +8 Combat Gear potions of cure serious wounds (2), scroll of dimension door, scroll of heal, scrolls of invisibility (2); Other Gear +4 shadow studded leather, +1 shock ropier, +1 shortbow with 20 arrows, amulet of natural armor +1, bog of holding (type 1), belt of incredible dexterity +4, cloak of resistance +2, hot of disguise, ring of protection +3, everburning torch, masterwork thieves' tools, 1,765 gp The masked lord manipulates events from the shadows, using a thousand different names. He creates conspiracies and topples empires without anyone ever knowing his true identity. TADROS THE HlOOEN Tadros is only comfortable when nobody knows he exists. His disguises have aliases and his aliases lead double lives. None of his contacts have any idea what he really looks like; they recognize him only by specific code words. In addition to taking on fictional identities, he pretends to be real people, creating no end of trouble. Combat Encounters: In the unlikely event that the PCs face Tadros in direct combat, he almost certainly has an ace up his sleeve. The PCs may be fighting a simulacrum, or someone else disguised as one of Tadros's aliases, or (if he is desperate) his real self with a contingency plan to cover his resurrection. Roleplaying Suggestions: With his connections, identities, and plans, Tadros can be almost anyone, even temporarily replacing one of t he PCs for a period of time.


I nit +5; Senses Perception +23 DEFENSE AC 27, touch 18, flat-footed 22 (+6 armor, +2 deflection, +5 Dex, +2 natural, + 1 shield, + 1 size) hp 138 (18d8+54) Fort +9, Ref+ 17, Will +7; +2 vs. fear Defensive Abilities 20% displacement, improved evasion, improved uncanny dodge, trap sense +6 OFFENSE Speed 20 ft. Melee +1 wounding dagger + 19/+ 14/+9 (1d3+ 1/17-20 plus 1 bleed), +1 dagger +19/+14/+9 (1d3+1/17-20) or +1 wounding dagger +21/+16/+11 (1d3+1/17-20 plus 1 bleed) Ranged mwk dagger +21/+16/+11 (1d3/17-20) Special Attacks sneak attack +9d6 TACTICS During Combat The rogue uses his boats of speed and enters melee, trying to kill one opponent as quickly as possible before moving to another. In ranged combat, he uses Quick Draw to draw and throw multiple daggers in 1 round. STATISTICS Str 10, Dex 20, Con 14, lnt 14, Wis 10, Cha 10 Base Atk +13; CMB +12; CMD 29 Feats Combat Expertise, Critical Focus, Greater Feint, Greater Two-Weapon Fighting, Improved Critical (dagger), Improved Feint, Improved Two-Weapon Fighting, Quick Draw, Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (dagger) Skills Acrobatics +28 (+24 when jumping), Bluff +21, Climb +23, Diplomacy +12, Disable Device +28, Escape Artist +26, Intimidate +12, Knowledge (local) +14, Perception +23, Sleight of Hand +26, Stealth +30, Swim +12 Languages Common, Hal fling SQ rogue talents (bleeding attack +9, combat trick, crippling strike, defensive roll, feat, finesse rogue, improved evasion, slow reactions, surprise attack), trapfinding +9 Gear +41eather armor, +1 dagger, +1 wounding dagger, daggers (4), masterwork daggers (4), amulet of natural armor +2, boots of speed, cloak of minor displacement, dust of appearance, ring of protection +2, solve of slipperiness, masterwork thieves' tools, 1, 770 gp The dagger master has perfected the technique of killing with a small blade. VlNK THE StADE Vink considers himself a champion of the halfling people, their greatest son and the one who defends the small folk against any larger creature that threatens them. Having experienced a fair share of mockery because of to his size, Vink's definition of threatening a halfling is very broad, including slight insults, roughhousing by larger races, and legal actions that limit halfling rights. Though he normally uses his blades against tyrants and rampaging monsters, he's been known to obliterate entire caravans of slavers, murder government officials who demean halflings or treat them as second-class citizens, and assassinate bards or actors who perform plays that treat halflings as subjects of ridicule. Combat Encounters: Vink might attack the PCs for something he considers a slight, or work with any group he thinks advances the cause of halflings. Expressing a sincere apology and offering a compensatory gift to a halfling community usually convinces him to back down without killing anyone. Roleplaying Suggestions: The PCs might encounter Vink as an easily-insulted, hot-tempered bravo defending halfling honor, rights, or territory. If the PCs include a halfling or have acted on behalf of a halfling community in the past, he might attempt to befriend them or seek their aid for a dangerous plan.


DEFENSE AC 28, touch 18, flat-footed 22 (+6 armor, +2 deflection, +5 Dex, + 1 dodge, +2 natural, +2 shield) hp 184 (19d8+95) Fort +12, Ref +20, Will +12 Defensive Abilities improved evasion, improved uncanny dodge, trap sense +6 OFFENSE Speed 30 ft. Melee ropier of puncturing +23/+ 18/+ 13 (1d6+4/15-20 plus 1 bleed) Ranged mwk dagger +21 (1d4+2/19-20) Special Attacks sneak attack +10d6 TACTICS During Combat The rogue uses Spring Attack and Lightning Stance to reach opponents, and uses his ropier of puncturing to make sneak attacks. STATISTICS Str 14, Dex 22, Con 16, lnt 10, Wis 12, Cha 8 Base Atk +14; CMB +16; CMD 35 Feats Critical Focus, Dodge, Improved Critical (rapier), Improved Initiative, Improved Vital Strike, Iron Will, Lightning Stance, Mobility, Spring Attack, Staggering Critical, Toughness, Vital Strike, Weapon Finesse, Weapon Focus (rapier), Wind Stance Skills Acrobatics +28, Bluff +21, Climb +24, Disable Device +39, Escape Artist +28, Perception +23, Sense Motive +23, Stealth +28, Swim +24 Languages Common SQ rogue talents (bleeding attack +10, combat trick, defensive roll, feat, finesse rogue, improved evasion, rogue crawl, slippery mind, weapon training), trapfinding +9 Combat Gear potions of cure serious wounds (2), potion of fly, potions of haste (2), potions of invisibility (3); Other Gear +3 shadow studded leather, rapier of puncturing, masterwork dagger, amulet of natural armor +2, belt of incredible dexterity +4, cloak of resistance + 3, ring of force shield, ring of protection +2, masterwork dagger (4), masterwork rapier, masterwork thieves' tools, 3,977 gp The death whisperer ends lives with a quiet sigh, freeing a last breath and a soul with one strike. WU SHEN Wu Shen loves death as if it were an actual person. She speaks of death as "her lover" and never as "death" or any proper name, and listeners may mistakenly believe she is referring to a mortal person. She relishes every killing, seeing them as love notes of a sort. Death's affection is the most elusive prize, and each murder brings her a moment of hope that it will acknowledge her as its favorite. To challenge herself and prove her worthiness, she often sets specific criteria for her kills, such as death in exactly three hits, or from two different directions, or while holding a black rose in her off hand. Combat Encounters: Wu Shen might select a PC to be the target of her latest challenge, attacking unexpectedly and retreating without saying a word if she fails to meet the self-imposed parameters of her challenge. Roleplaying Suggestions: With her highly romanticized way of speaking about "her lover," Wu Shen might convince the PCs to help her with specific killings under the pretense of deeds of heroic chivalry. The PCs may persuade her to help them with battles that would pose a unique enough challenge to attract her lover's attention.


I nit +6; Senses low-light vision; Perception +25 DEFENSE AC 30, touch 20, flat-footed 23 (+8 armor, +3 deflection, +6 Dex, +1 dodge, +1 natural, +1 shield) hp 173 (20d8+80) Fort +10, Ref +20, Will +8; +2 vs. enchantments Defensive Abilities improved evasion, improved uncanny dodge, trap sense +6; Immune sleep OFFENSE Speed 30 ft. Melee +2 brilliant energy langsward + 19/+ 14/+9 (1d8+5/19-20), +1 frost short sward +20/+15/+10 (1d6+4/19-20 plus 1d6 cold) or +2 brilliant energy longsword +21/+16/+11 (1d8+5/19-20) or +1 keen rapier +22/+17/+12 (1d6+4/15-20) or +1 frost short sward +22/+17/+12 (1d6+4/19-20 plus 1d6 cold) Special Attacks master strike (DC 23), sneak attack +10d6 TACTICS During Combat The rogue uses Whirlwind Attack if engaging multiple foes, otherwise focusing all attacks with her longsword against a target whose defenses the weapon easily ignores. STATISTICS Str 16, Dex 23, Con 14, lnt 16, Wis 10, Cha 8 Base Atk +15; CMB +18; CMD 38 Feats Combat Expertise, Dodge, Greater Disarm, Greater Two-Weapon Fighting, Improved Disarm, Improved Two-Weapon Fighting, Mobility, Spring Attack, Toughness, Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (longsword), Whirlwind Attack Skills Acrobatics +29, Climb +26, Diplomacy +22, Disable Device +31, Disguise +22, Escape Artist +29, Intimidate +22, Knowledge (local) +26, Perception +25, Sense Motive +23, Stealth +29 SQ elven magic, rogue talents (bleeding attack +10, combat trick, crippling strike, fast stealth, feat, finesse rogue, improved evasion, slippery mind, surprise attack, weapon training), trapfinding +10, weapon familiarity Combat Gear potions of cure serious wounds (3), potions of heroism (2), potions of invisibility (3); Other Gear +4 chain shirt, +2 brilliant energy longsword, +1 frost short sword, + 1 keen rapier, amulet of natural armor + 1, belt of physical perfection +2, cloak of resistance +2, headband of vast intelligence +2, ring of protection +3, masterwork thieves' tools, 4,055 gp The blade lord has attained mastery with swords by forsaking all other weapons. YALA NDARA Yalandara has spent her long elven life perfecting the use of longswords, short swords, and rapiers. She has not even touched another kind of weapon in more than a hundred years, as she feels such things are beneath her. If her survival depends on using something other than a sword, she does what she must, but vents her rage on those around her. Combat Encounters: Yalandara knows she doesn't have to prove her skill, but likes to teach upstarts a lesson, and might duel a martial character for fun. Roleplaying Suggestions: Yalandara respects others who uses swords with skill, and may aid them in tasks that don't inconvenience her. The PCs might encounter her practicing swordplay in some extreme environment chosen to test her balance and concentration.


DEFENSE AC 12, touch 12, flat-footed 10 (+2 Dex) hp 8 (1d6+2) Fort +3, Ref +2, Will +3 OFFENSE Speed 30 ft. Melee quarterstaff +0 (1d6) Ranged dart +2 (1d4) Sorcerer Spells Known (CL 1st; concentration +4) 1st (4/day)-color spray (DC 14), magic missile 0 (at will)-doze (DC 13), detect magic, ray of frost, read magic Bloodline arcane TACTICS During Combat The sorcerer casts color spray to neutralize groups of foes, followed by magic missile at any foes left standing. STATISTICS Str 10, Dex 14, Con 13, lnt 12, Wis 8, Cha 17 Base Atk +0; CMB +0; CMD 12 Feats Alertness, Combat Casting, Eschew Materials, Iron Will Skills Bluff +7, Intimidate +7, Knowledge (local) +5, Perception +1, Sense Motive + 1, Spellcrafl +5 Languages Common, Draconic SQ arcane bond (familiar [rat named Slivikin]), bloodline arcana (+1 DC for metamagic spells that increase spell level) Combat Gear potion of cure light wounds, scrolls of disguise self (2), scrolls of shield (2), wand of sleep (11 charges), alchemist's fire (2); Other Gear darts (5), quarterstaff, 33 gp The mercenary magician serves whoever can pay her, but is not particularly loyal to her employers. MARON BtACKTHORNE Though she's fond of gambling, Maron doesn't always have the best luck. When the odds turn against her, she leaves town in a hurry to avoid paying her debts, and picks jobs that get her quickly out of range of collectors, even if those jobs are dangerous. y�� I nit +0; Senses darkvision 60 fl.; Perception +2 DEFENSE AC 12, touch 10, flat-footed 12 (+2 armor) hp 18 (2d6+9) Fort +2, Ref +0, Will +3; +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants) OFFENSE Speed 20 ft. Melee spiked gauntlet +3 (1d4+2) or heavy mace +3 (1d8+2) Ranged mwk heavy crossbow +2 (1d10/19-20) Special Attacks + 1 on attack rolls vs. goblinoid and ore humanoids Bloodline Spell-Like Abilities (CL 2nd; concentration + 3) 4/day-elemental ray (1d6+1 fire) Sorcerer Spells Known (CL 2nd; concentration +3; arcane spell failure 1 0%) 1st (5/day)-burning hands (DC 12), shocking grasp (fire) 0 (at will)-ocid splash (fire), dancing lights, mending, read magic, touch of fatigue (DC 11) Bloodline elemental (fire) TACTICS During Combat The sorcerer uses burning hands and shocking grasp to scorch his foes. Feats Eschew Materials, Toughness Skills Appraise +5 (+7 to assess metals or gemstones), Craft (jewelry) +5, Perception +2 (+4 to notice unusual stonework), Spellcraft +5, Use Magic Device +5 Languages Common, Dwarven, Giant SQ bloodline arcana (change energy damage spells to fire) Combat Gear potion of cure light wounds, scroll of flaming sphere, acid (2), alchemist's fire (3); Other Gear leather armor, heavy mace, masterwork heavy crossbow with 20 bolts, spiked gauntlet, uncut gems (worth 100 gp), 23 gp The gem sorcerer is unusual among dwarves, using arcane magic to satisfy his insatiable greed for gems.


I nit +2; Senses low-light vision; Perception +7 DEFENSE AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 natural) hp 19 (3d6+6) Fort +2, Ref +5, Will +2; +2 vs. enchantments Immune sleep; Resist cold 5 OFFENSE Speed 30 ft. Melee 2 claws +1 (1d4) or mwk longsword +2 (1d8/19-20) Ranged longbow +3 (1d8/x3) Special Attacks claws (2, 1d4, 5 rounds/day) Sorcerer Spells Known (CL 3rd; concentration +5) 1st (6/day)-wuse fear (DC 13), endure elements, mage armor, magic missile 0 (at will)-bleed (DC 12), detect magic, light, roy of frost, read magic Bloodline draconic (white) TACTICS Before Combat The sorcerer casts mage armor. During Combat The sorcerer casts cause fear at any dangerouslooking opponent, then casts magic missile at her foes. When her spells are exhausted, she casts bull's strength from a scroll and attacks with her claws or longsword. Base Statistics Without mage armor, the sorcerer's statistics are AC 13, touch 12, flat-footed 11. STATISTICS Str 10, Dex 14, Con 12, lnt 15, Wis 8, Cha 15 Base Atk +1; CMB +1; CMD 13 Feats Combat Casting, Eschew Materials, Lightning Reflexes Skills Intimidate +8, Knowledge (arcana) +8, Perception + 7, Spellcraft +8 (+10 to identify magic item properties) Languages Common, Draconic, Elven, Goblin SQ bloodline arcana (cold spells deal +1 damage per die), elven magic, weapon familiarity Combat Gear potion of cure light wounds, potion of fly, scrolls of bull's strength (2), scroll of fog cloud; Other Gear longbow with 20 arrows, masterwork longsword, 10 gp The whiteclaw sorcerer revels in her draconic blood, using her powers to terrify and kill enemies in her territory. DEFENSE AC 13, touch 12, flat-footed 12 (+1 armor, +1 Dex, +1 size) hp 28 (4d6+12) Fort+ 3, Ref +2, Will +6; +2 vs. illusions Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants) OFFENSE Speed 20 ft. Melee mwk spear +5 (1d6+ 1/x3) Ranged light crossbow +4 (1 d6/19-20) Special Attacks + 1 on attack rolls against goblinoid and reptilian humanoids, long limbs (+5 ft.) Bloodline Spell-Like Abilities (CL 4th; concentration +8) 7/day-acidic ray (1d6+2 acid) Gnome Spell-Like Abilities (CL 4th; concentration +8) 1/day-doncing lights, ghost sound (DC 15), prestidigitation, speak with animals Sorcerer Spells Known (CL 4th; concentration +8) 2nd (4/day)-olter self 1st (7/day)-enlorge person (DC 16), reduce person (DC 16), shield, shocking grasp 0 (at will)-acid splash, bleed (DC 14), detect magic, mage hand, read magic, touch of fatigue (DC 14) Bloodline aberrant TACTICS During Combat The sorcerer casts shield, targets approaching enemies with acidic ray, then uses her long limbs ability to deliver touch spells. In melee, she casts enlarge person on herself and attacks with her spear. STATISTICS Str 12, Dex 13, Con 14, lnt 8, Wis 10, Cha 18 Base Atk +2; CMB +2; CMD 13 Feats Eschew Materials, Iron Will, Spell Focus (transmutation) Skills Bluff +8, Craft (alchemy) +5, Disguise +5, Perception +2, Use Magic Device +8 Languages Common, Gnome, Sylvan SQ bloodline arcana (+50% duration on polymorph spells), gnome magic Combat Gear potion of spider climb, scrolls of cot's grace (2), scroll of slow, acid, tanglefoot bag; Other Gear light crossbow with 10 bolts, masterwork spear, bracers of armor +1, collection of dolls' heads, 28 gp The tainted sorcerer's mind and body have been warped by alien or extraplanar magic.


DEFENSE AC 18, touch 13, flat-footed 15 (+4 armor, +2 Dex, + 1 dodge, + 1 natural) hp 30 (Sd6+ 10) Fort +3, Ref +6, Will +4; +2 vs. enchantments Resist acid 5, fire 10 OFFENSE Speed 30 ft. Melee mwk light mace +3 (1d6) or 2 claws +2 (1d4) Ranged mwk light crossbow +5 (1d8/19-20) Special Atta(ks claws (2, 1d4, treated as magic, 7 rounds/day) Sor(erer Spells Known (CL 5th; concentration +9) 2nd (5/day)-ocid arrow, mirror image, resist energy 1st (7/day)-couse fear (DC 15), charm person (DC 15), mage armor, magic missile, roy of enfeeblement (DC 15) 0 (at will)-acid splash, detect magic, ghost sound (DC 14), mage hand, message, read magic Bloodline draconic (green) TACTICS Before Combat The sorcerer casts mage armor and resist energy (fire). During Combat The sorcerer casts mirror image, then entangles opponents with his wand of entangle (using the Use Magic Device skill). He uses one of his scrolls of levitate to avoid melee combat, and casts cause fear to remove opponents threatening him. Base Statisti(s Without mage armor and resist energy, the sorcerer's statistics are AC 14, touch 13, flat-footed 11; Resist acid 5. STATISTICS Str 10, Dex 14, Con 12, lnt 13, Wis 8, Cha 18 Base Atk +2; CMB +2; CMD 15 Feats Combat Casting, Dodge, Eschew Materials, Lightning Reflexes, Skill Focus (Use Magic Device) Skills Intimidate +10, Knowledge (arcana) +7, Perception +7, Spellcraft +7, Use Magic Device +13 Languages Common, Draconic, Elven SQ bloodline arcana (acid spells deal +1 damage per die), elf blood Combat Gear potion of cure moderate wounds, potion of invisibility, scrolls of levitate (2), scroll of roy of exhaustion, scroll of silent image, wand of entangle (20 charges), smokestick; Other Gear masterwork light crossbow with 10 bolts, masterwork light mace, cloak of resistance +1, 190 gp The bramble sorcerer serves the interests of green dragons, walking where his masters cannot and speaking on their behalf to other forest dwellers. A MR1 Et THA SK Amriel is a hollow shell of a man. He was raised to believe dragons are the true masters of the world, and his will is so broken that he cannot believe otherwise. When in the presence of a dragon, he hangs on the creature's every word, and is greatly tempted to grovel like a slave. When away from dragons, he is arrogant and condescending, knowing that the dragons have chosen him to interact with lesser races so they do not have to. His greatest hope is to become a dragon disciple so that he can become closer in flesh and spirit to his masters. Combat Encounters: Amriel could be the guardian of or advisor to a young dragon, an agent of a more mature dragon, or the leader of a kobold tribe. Roleplaying Encounters: Amriel might be a liaison between the PCs and a nearby dragon, an agent of a secretive group of druids, or the last survivor of a dragon cult that was wiped out by a hostile force.


I nit +6; Senses low-light vision; Perception +4 DEFENSE AC 18, touch 14, flat-footed 15 (+4 armor, +1 deflection, +2 Dex, + 1 dodge) hp 35 (6d6+ 12) Fort +4, Ref +5, Will +7; +2 vs. enchantments Immune sleep; Resist electricity 10 OFFENSE Speed 30 ft. Melee spear +2 (1d8-1/x3) Ranged mwk longbow +6 (1d8jx3) Bloodline Spell-Like Abilities (Cl 6th; concentration +9) 6/day-elemental ray (1d6+ 3 electricity) Sorcerer Spells Known (CL 6th; concentration +9) 3rd (4/day)-lightning bolt (DC 17) 2nd (6/day)-gust of wind (DC 16), scorching ray (electricity), spectral hand 1st (7/day)-burning hands (electricity; DC 15), mage armor, magic missile, obscuring mist, shocking grasp 0 (at will)-acid splash (electricity), dancing lights, detect magic, light, mage hand, ray of frost (electricity), read magic Bloodline elemental (air) TACTICS Before Combat The sorcerer casts mage armor. During Combat The sorcerer favors his electricity spells, casting lightning bolt or scorching ray, or using his spectral hand to deliver shocking grasp attacks. He prefers ranged combat, using a scroll of fly or levitate to avoid opponents on the ground. Base Statistics Without mage armor, the sorcerer's base statistics are AC 14, touch 14, flat-footed 11. STATISTICS Str 8, Dex 15, Con 12, lnt 12, Wis 12, Cha 16 Base Atk +3; CMB +2; CMD 16 Feats Dodge, Eschew Materials, Improved Initiative, Spell Focus (evocation) Skills Fly +10, Knowledge (arcana) +9, Linguistics +2, Perception +4, Speller aft +10 (+12 to identify magic item properties) Languages Auran, Common, Draconic, Elven SQ bloodline arcana (change energy damage spells to electricity), elven magic, weapon familiarity Combat Gear scroll of fly, scroll of gaseous farm, scroll of levitate; Other Gear masterwork longbow with 20 arrows, spear, cloak of resistance +1, ring of protection +1; 375 gp The storm sorcerer battles his enemies with wind and lightning, reveling in nature's destructive power. VALENDRON OPARAl Valendron hails from an elven village in the high mountains. When he was an infant, he and his mother were caught outside in a storm and struck by a bolt of lightning. Though his mother died, he survived, and as a youth he began to develop arcane powers. He believes that storms and natural disasters eliminate the weak, allowing the strong to survive. He struck out on his own to find others like himself. Combat Encounters: Valendron might join with air mephits, air elementals, or jann trying to open a portal to or increase the influence of the Plane of Air. He may share a lair with electricity-using creatures such as behirs, shocker lizards, or blue dragons. Roleplaying Encounters: Valendron may be looking for survivors in a village or town wrecked by a powerful storm, or could instead be searching for magic items relating to air, weather, and electricity.


DEFENSE AC 17, touch 12, flat-footed 16 (+4 armor, +1 deflection, +1 Dex, + 1 natural) hp 60 (7d6+33) Fort +3, Ref +3, Will +7 Defensive Abilities ore ferocity; Resist lire 10 OFFENSE Speed 30 ft. Melee mwk falchion +7 (2d4+4/18-20) Ranged mwk heavy crossbow +5 (1d10/19-20) Bloodline Spell-Like Abilities (CL 7th; concentration + 1 0) 6/day-elemental ray (1d6+ 3 fire) Sorcerer Spells Known (CL 7th; concentration + 1 0) 3rd (5/day)-fireball (DC 17), haste, protection from energy 2nd (7 jday)-blur; false life, glitterdust (DC 1 5), scorching ray 1st (7/day)-buming hands (DC 15), mage armor; magic missile, magic weapon, ray of enfeeblement (DC 14), shield 0 (at will)-bleed (DC 13), dancing lights, detect magic, flare (DC 14), light, ray of frost (lire), read magic Bloodline elemental (fire) TACTICS Before Combat The sorcerer casts false life and mage armor. During Combat The sorcerer casts haste before targeting her foes with fireball or scorching ray. In melee combat, she casts shield on herself, and magic weapon on her falchion. Base Statistics Without false life and mage armor, the sorcerer's statistics are AC 13, touch 11, flat-footed 12; hp 48. STATISTICS Str 16, Dex 12, Con 13, lnt 8, Wis 10, Cha 16 Base Atk +3; CMB +6; CMD 18 Feats Combat Casting, Eschew Materials, Iron Will, Power Attack, Spell Focus (evocation), Toughness Skills Intimidate +11, Knowledge (arcana) +3, Linguistics +0, Perception +7, Spellcraft +4 Languages Common, lgnan, Ore SQ bloodline arcana (change energy damage spells to fire), ore blood, weapon familiarity Combat Gear potion of cure moderate wounds, scroll of fly (2); Other Gear masterwork falchion, masterwork heavy crossbow with 10 bolts, amulet of natural armor + 1, ring of protection + 1, 225 gp The bloodfire sorcerer withers her enemies with flame and quickens her allies with hot-blooded ferocity. S1NDR1ZA Sindriza was born to a shaman in an efreet-worshiping ore tribe. Her magic manifested early, burning anyone who tried to harm her and keeping her warm when the chief tried to abandon her to die in the cold. She embraced her tribe's love of violence and fire, and loves to use her powers to maim, torture, and kill. She believes she is blessed by the fire gods and meant to use her magic to conquer and destroy. She is a pyromaniac, and has difficulty resisting her urge to ignite flammable objects, creatures, and buildings. Combat Encounters: Sindriza readily allies with bandits, raiders, or mercenaries, especially if they are prone to needless violence and arson. She may lead a fire cult, or serve an efreet or a gang of fire giants. Roleplaying Encounters: Sindriza can be a valuable ally if she's allowed to satiate her destructive urges. She grows restless if kept on a short leash, even by a strong master, and is prone to verbally lash out at dwarves and elves if she can't physically attack them.


lnit +2; Senses low-light vision; Perception +10 DEFENSE AC 16, touch 14, flat-footed 13 (+2 armor, +2 Dex, +1 dodge, +1 size) hp 46 (8d6+ 16) Fort +3, Ref +4, Will +10; +2 vs. illusions Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants) OFFENSE Speed 20 ft. Melee sickle +3 (1d4-2) Ranged mwk light crossbow +8 (1d6/19-20) Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids Gnome Spell-Like Abilities (CL 8th; concentration + 12) 1jday-doncing lights, ghost sound (DC 15), prestidigitation, speak with animals Bloodline Spell-Like Abilities (CL 8th; concentration + 12) ?/day-laughing touch Sorcerer Spells Known (CL 8th; concentration + 12) 4th (4/day)-phontosmol killer (DC 21) 3rd (6/day)-deep slumber (DC 19), major image (DC 20), suggestion (DC 19) 2nd (7/day)-hideous loughter (DC 18), hypnotic pattern (DC 19), mirror image, scorching roy 1st (7/day)-chorm person (DC 15), color spray (DC 18), entangle (DC 15), magic missile, shield, ventriloquism (DC 18) 0 (at will)-doze (DC 16), detect magic, flare (DC 14), mage hand, message, roy of frost, read magic, touch of fatigue (DC 14) Bloodline fey TACTICS During Combat The sorcerer casts mirror image, then attempts to control or humiliate opponents with charm person, hideous laughter, suggestion, or his wand of grease. STATISTICS Str 6, Dex 14, Con 12, lnt 12, Wis 14, Cha 18 Base Atk +4; CMB +1; CMD 14 Feats Dodge, Eschew Materials, Greater Spell Focus (illusion), Iron Will, Mobility, Spell Focus (illusion) Skills Bluff +12, Knowledge (arcana) +8, Knowledge (nature) +5, Perception +10, Spellcraft +8, Use Magic Device +11 Languages Common, Elven, Gnome, Sylvan SQ bloodline arcana (+2 DC for compulsion spells), gnome magic, woodland stride Combat Gear potion of cure moderate wounds, screaming bolts (3), wand of grease (20 charges), wand of invisibility (21 charges); Other Gear masterwork light crossbow with 10 bolts, sickle, bracers of armor +2, book of pressed fairy wings, 168 gp The trickster mage thinks everyone deserves to be the butt of his jokes, even if they don't want to be. OUAtZA R. JAltA R.1MPtE Qualzar's heritage includes mischievous fey who tie shoelaces, curdle milk, and generally make nuisances of themselves. He claims to not understand why other creatures find his humor malicious, but in truth he doesn't care. He's willing to hurt others for the sake of a pun or punch line, and has a book of plucked fairy wings to prove it. Combat Encounters: Qualzar may try to annoy the PCs in a city or woodland, either for spite or as part of some elaborate, cruel joke. If one of his victims is injured in a funny way, he laughs even harder. His actions could be incidental to another encounter-he might appear just long enough to make trouble during a fight, then leave and not be seen again for weeks. Roleplaying Encounters: Qualzar could lead a troupe of gnomes or be a recent outcast from a famous circle of allies. He might make catcalls at PCs to undermine their diplomatic efforts, or arrange to humiliate them at a time when they can't retaliate.


DEFENSE AC 19, touch 14, flat-footed 16 (+4 armor, +1 deflection, +2 Dex, +1 dodge, +1 natural) hp 75 (9d6+41) Fort +5, Ref +8, Will +9 Resist acid 10, cold 10 OFFENSE Speed 30 ft. Melee mwk morningstar +4 (1d8-1) Ranged javelin +6 (1d6-1) or ray +7 (by spell) Bloodline Spell-Like Abilities (CL 9th; concentration +13) 7jday-heavenly fire (1d4+4 divine energy) Sorcerer Spells Known (CL 9th; concentration + 13) 4th (5/day)-remove curse, summon monster IV, wall of fire 3rd (7/day)-dispel magic, lightning bolt (DC 17), magic circle against evil, ray of exhaustion (DC 17) 2nd (7/day)-ocid arrow, false life, resist energy, scorching roy, shatter 1st (7/day)-bless, mage armor, magic missile, ray of enfeeblement (DC 15), shield, true strike 0 (at will)-daze (DC 14), detect magic, light, mage hand, mending, ray of frost, read magic, resistance Bloodline celestial TACTICS Before Combat The sorcerer casts false life and mage armor. During Combat The sorcerer casts summon monster IV to summon a celestial giant wasp, then shoots ray spells at her foes. Base Statistics Without false life and mage armor, the sorcerer's statistics are AC 15, touch 14, flat-footed 12; hp 61. STATISTICS Str 8, Dex 14, Con 12, lnt 10, Wis 14, Cha 18 Base Atk +4; CMB +3; CMD 17 Feats Combat Casting, Dodge, Eschew Materials, lightning Reflexes, Mobility, Point-Blank Shot, Toughness, Weapon Focus (ray) Skills Diplomacy +5, Handle Animal +5, Heal +6, Knowledge (arcana) + 10, Knowledge (religion) + 1, linguistics +1, Perception +9, Spellcraft +10, Survival +3 Languages Celestial, Common SQ bloodline arcana (summoned creatures gain DR 4/evil), wings of heaven (9 minutesjday) Combat Gear potion of cure serious wounds, scroll of confusion, wand of buff's strength (25 charges), holy water (2); Other Gear javelins (4), masterwork morningstar, amulet of natural armor +1, cloak of resistance +1, ring of protection +1, 988 gp The sacred sorcerer is an agent of the gods, less constrained than a priest and armed with magic rarely used by other servants of the divine. EVANGEUNE DE JlltE Evangeline is blessed by divine magic, but not quite willing to devote herself to the causes of good and order. Instead, she uses her powers to protect herself, travel, and learn more about the world. Though she seeks balance in her life, the innate goodness within her finds overt evil and cruelty to be repugnant, and she distances herself from such people and things that exhibit them.


I nit +5; Senses darkvision 60 ft.; Perception +7 DEFENSE AC 19, touch 12, flat-footed 18 (+4 armor, +1 deflection, +1 Dex, +3 natural) hp 82 (10d6+45) Fort +8, Ref +5, Will + 7 Defensive Abilities ore ferocity; DR 10/adamantine; Resist acid 10 OFFENSE Speed 30 ft. Melee mwk greataxe +8 (1d12+3jx3) or 2 claws +7 (1d6+2) Special Attacks breath weapon (60-foot line, 10d6 acid, DC 20, 1/day), claws (2, 1d6+2, treated as magic weapons, 7 rounds/day) Sorcerer Spells Known (CL 1Oth; concentration + 15) 5th (4/day)-cloudki/1 (DC 20) 4th (6/day)-fear (DC 19), shout (DC 21}, staneskin 3rd (7/day)-fireba/1 (DC 20), fly, rage, stinking cloud (DC 18) 2nd (7/day)-acid arrow, buff's strength, false life, resist energy, scorching ray 1st (8/day)-buming hands (DC 18), endure elements, mage armor, magic missile, ray of enfeeblement (DC 16}, shield 0 (at will)-acid splash, arcane mark, bleed (DC 15), detect magic, flare (DC 17}, ray of frost, read magic, resistance, touch of fatigue (DC 15) Bloodline draconic (black) TACTICS Before Combat The sorcerer casts false life, mage armor, and staneskin on himself. During Combat The sorcerer casts fly on the first round of combat along with a quickened magic missile. He maneuvers so he can catch as many opponents as possible with his breath weapon. If pressed into melee, he casts buff's strength and rage, then attacks with his greataxe or claws. Base Statistics Without false life, mage armor, and stone skin, the sorcerer's statistics are AC 15, touch 12, flat-footed 14; hp 67; DR-. STATISTICS Str 14, Dex 12, Con 14, lnt 10, Wis 8, Cha 20 Base Atk +5; CMB +7; CMD 19 Feats Combat Casting, Eschew Materials, Great Fortitude, Greater Spell Focus (evocation), Improved Initiative, Quicken Spell, Spell Focus (evocation) Skills Fly +9, Intimidate +15, Linguistics +1, Perception +7, Spellcraft +7 Languages Common, Draconic, Ore SQ bloodline arcana (acid spells deal + 1 damage per die), ore blood, weapon familiarity Combat Gear potion of cure serious wounds, wand of acid arrow (15 charges); Other Gear masterwork greataxe, amulet of natural armor + 1, cloak of resistance + 1, headband of alluring charisma +2, ring of protection +1, signet ring, diamond dust (worth 500 gp), 825 gp The blackscale sorcerer channels the powers of coTTuption and sloth. SRAX SWAMPSLACK Brax was born in an inbred human village tainted by swamp magic and a forgotten legacy of despicable acts. He is primarily driven by hunger and the urge to coTTupt others, though his sloth often gets the better of him. He is equally comfortable sleeping in a bed, in a sewer, or on a pile of corpses. When his laziness overcomes his violent tendencies, he is talkative but dull, concerned more with his inflated ego than anything of consequence. Combat Encounters: Braxis usually a loner, but he may browbeat simple creatures, such as boggards, orcs, or trolls, into serving him. Roleplaying Encounters: When Brax is feeling particularly sated, flattery could convince him to work with the PCs, especially if their goal is removing threats to his territory.


DEFENSE AC 21, touch 16, flat-footed 17 (+4 armor, +1 deflection, +3 Dex, +1 dodge, +1 natural, +1 size) hp 63 (11d6+22) Fort +9, Ref +11, Will +10; +2 vs. fear Defensive Abilities fated +3; Immune lire (120 points) OFFENSE Speed 20 ft. Melee mwk long spear +5 (1d6-2jx3) Ranged mwk light crossbow +10 (1d6/19-20) Special Attacks it was meant to be (1/day) Bloodline Spell-Like Abilities (CL 11th; concentration +16) 8/day-touch of destiny (+5) Sorcerer Spells Known (CL 11th; concentration +16) 5th (5/day)-break enchantment, interposing hand, teleport 4th (7 jday)-bestow curse (DC 19), dimension door, freedom of movement, greater invisibility 3rd (7jday)-dispel magic, fireball (DC 18), hold person (DC 18), protection from energy, roy of exhaustion (DC 18) 2nd (7/day)-ocid arrow, blindness/deafness (DC 17), blur, scorching roy, see invisibility, spider climb 1st (8/day)-olorm, charm person (DC 16), floating disk, mage armor, magic missile, true strike 0 (at will)-orcone mark, detect magic, light, mage hand, message, prestidigitation, roy of frost, read magic, resistance Bloodline destined TACTICS Before Combat The sorcerer casts freedom of movement, mage armor, and protection from energy (lire). During Combat The sorcerer uses interposing hand or hold person to keep opponents from reaching her while she uses ranged attack spells such as fireball and roy of exhaustion. Base Statistics Without mage armor and protection from energy, the sorcerer's statistics are AC 17, touch 16, flat-footed 13; Immune none. STATISTICS Str 6, Dex 16, Con 12, lnt 13, Wis 10, Cha 21 Base Atk +5; CMB +2; CMD 23 Feats Combat Casting, Combat Expertise, Defensive Combat Training, Dodge, Eschew Materials, Great Fortitude, lightning Reflexes, Mobility Skills Acrobatics +5 (+ 1 when jumping), Bluff + 13, Climb +0, Fly +9, Knowledge (arcana, history) +9, Perception +13, Spellcraft +10 Languages Common, Gnome, Haltling SQ bloodline arcana (gains a luck bonus to saves when casting personal-range spells) Combat Gear potion of cure moderate wounds, potion of cure serious wounds, potion of eagle's splendor, potion of fly, potion of invisibility, wand of shield (44 charges); Other Gear masterwork light crossbow with 10 bolts, masterwork long spear, amulet of natural armor + 1, cloak of resistance +2, headband of alluring charisma +2, ring of protection +1, 649 gp The lucky mage uses her magic, innate talents and good fortune to survive incredible odds with barely a scratch. Rather than depend on this strange fortune, however, the lucky mage constantly strives to understand and harness her unique abilities. AMARYlliS HOllEN DOCK Amaryllis, a relaxed and personable halfling, tries not to upset the apple cart too much, mainly because she doesn't like seeing other people " ' get hurt. She trusts her powers to get her through danger alive, but carries a burden of guilt over friends she wasn't able to save. She hides this underneath a veneer of constant cheerfulness and good humor, and is fond of using her magic to delight others and make friends-though anyone who underestimates her because of her love of clowning and children may find themselves in desperate straits should they rile her anger. Combat Encounters: Amaryllis might fight the PCs if she believes they are responsible for harming her friends or threatening a person or place she cares about. She has a strong sense of fairness, and may attack the PCs to right an affront against someone else. She is quick to jump to conclusions, but also quick to talk if the PCs try to explain themselves. Roleplaying Encounters: Amaryllis can be recruited as an ally easily, especially if the PCs look like they can take care of themselves. The PCs may meet her in the midst of a deadly situation-an opportune meeting she sees as her luck delivering the right people at the right time.


I nit+ 3; Senses low-light vision; Perception + 12 DEFENSE AC 21, touch 16, flat-footed 17 (+4 armor, +2 deflection, +3 Dex, +1 dodge, +1 natural) hp 56 (12d6+12) Fort +5, Ref +10, Will +12; +2 vs. enchantments Immune sleep OFFENSE Speed 30 ft. Melee mwk rapier +10/+5 (1d6-1/18-20) Ranged mwk shortbow +10/+5 (1d6/x3) Bloodline Spell-Like Abilities (Cl 12th; concentration + 17) 8/day-laughing touch 12 rounds/day-fleeting glance Sorcerer Spells Known (CL 12th; concentration +17) 6th (3/day)-mass suggestion (DC 25) 5th (6/day)-dominate person (DC 24), mind fog (DC 24), tree stride 4th (7 jday)-bestow curse (DC 19), charm monster (DC 21), crushing despair (DC 23), poison (DC 19) 3rd (7/day)-deep slumber (DC 22), fly, hold person (DC 22), lightning bolt (DC 18), suggestion (DC 22) 2nd (7/day)-false life, glitterdust (DC 17), hideous laughter (DC 21), scorching ray, spectral hand, touch of idiocy 1st (8/day)-charm person (DC 18), entangle (DC 16), mage armor, magic missile, shield, ventriloquism (DC 16) 0 (at will)-dancing lights, daze (DC 19), detect magic, ghost sound (DC 15), mage hand, message, prestidigitation, ray of frost, read magic Bloodline fey TACTICS Before Combat The sorcerer casts false life and mage armor. During Combat The sorcerer uses her fleeting glance ability to turn invisible, then casts mind fog before using her enchantment spells. She casts spectral hand to deliver touch spells such as bestow curse, poison, or touch of idiocy. Base Statistics Without false life and mage armor, the sorcerer's statistics are AC 17, touch 16, flat-footed 13; hp 44. STATISTICS Str 8, Dex 16, Con 10, lnt 12, Wis 13, Cha 20 Base Atk +6; CMB +5; CMD 21 Feats Dodge, Eschew Materials, Greater Spell Focus (enchantment), Improved Iron Will, Iron Will, Lightning Reflexes, Spell Focus (enchantment), Weapon Finesse Skills Bluff +18, Diplomacy +15, Fly +7, Intimidate +18, Knowledge (arcana) +6, Knowledge (nature) +S, Perception + 12, Spellcraft +9 (+11 to identify magic item properties) Languages Common, Elven, Sylvan SQ bloodline arcana (+2 DC for compulsion spells), elven magic, weapon familiarity, woodland stride Combat Gear elixir of love (2), scroll of wall of force; Other Gear masterwork rapier, masterwork short bow with 20 arrows, cloak of resistance +1, hat of disguise, headband of alluring charisma +2, ring of protection +2, jewelry (worth 300 gp), 1,825 gp The fey enchantress uses her powers to manipulate others, acquire power, and gain wealth. EUNDR1A Elindria believes she is the descendant of an exiled faerie queen. She plans to gather sycophants under her banner, claim a stretch of primordial forest, and rule over a court where her minions f latter her and dance for her pleasure.


CR 12 DEFENSE AC 22, touch 15, flat-footed 19 (+4 armor, +2 deflection, +2 Dex, +1 dodge, +3 natural) hp 141 (13d6+93) Fort +10, Ref +10, Will +9 Resist electricity 10 OFFENSE Speed 30 ft., fly 60 ft. (good) Melee 2 claws +7 (1d6+1 plus 1d6 electricity) or mwk morningstar +8/+3 (1d8+1) Ranged mwk javelin +9 (1d6+ 1) Special Attacks claws (2, 1d4+1 plus 1d6 electricity, treated as magic weapons, 8 rounds/day), breath weapon (60-foot line, 13d6 electricity, DC 21, 1/day) Sorcerer Spells Known (CL 13th; concentration + 18) 6th (4/day)-acid fag, chain lightning (DC 23), form of the dragon I 5th (7/day)-cone of cold (DC 22), feeblemind (DC 20), overland flight, spell resistance 4th (7 jday)-black tentacles, charm monster (DC 19), dimension door, fear (DC 19), ice storm 3rd (7/day)-fireball (DC 20), fly, haste, lightning bolt (DC 20), slow (DC 18) 2nd (7/day)-bear's endurance, false life, gust of wind (DC 19), resist energy, scorching ray, see invisibility 1st (8/day)-grease, mage armor, magic missile, ray of enfeeblement (DC 16), shield, shocking grasp 0 (at will)-acid splash, bleed (DC 15), detect magic, flare (DC 17), light, mage hand, mending, ray of frost, read magic Bloodline draconic (blue) TACTICS Before Combat The sorcerer casts bear's endurance, false life, fly, mage armor, and see invisibility. During Combat The sorcerer prefers to fight with her electricity spells, such as chain lightning and lightning bolt, and saves her breath weapon until her foes are lined up so she can catch as many as possible in its effect. She uses spells such as black tentacles, grease, and ice storm to hinder her opponents. If forced into melee combat, the sorcerer casts haste and form of the dragon I. Base Statistics Without bear's endurance, false life, fly, and mage armor, the sorcerer's statistics are AC 18, touch 15, flat-footed 15; hp 126; Fort +8; Speed 30 ft. STATISTICS Str 12, Dex 14, Con 18, lnt 10, Wis 8, Cha 21 Base Atk +6; CMB +7; CMD 22 Feats Combat Casting, Dodge, Eschew Materials, Greater Spell Focus (evocation), Improved Initiative, Lightning Reflexes, Maximize Spell, Mobility, Quick Draw, Spell Focus (evocation), Toughness Skills Bluff +12, Fly +10, Intimidate +20, Knowledge (arcana) +7, Linguistics +1, Perception +11, Spellcraft +7 Languages Common, Draconic SQ bloodline arcana (electricity spells deal + 1 damage per die) Combat Gear potions of cure serious wounds (2), wand of vampiric touch (10 charges); Other Gear masterwork javelins (2), masterwork morningstar, amulet of natural armor +1, bag of holding (type 1), cloak of resistance +2, headband of alluring charisma +2, ring of protection +2, 1,839 gp An azure bolt sorcerer believes she is smarter than she actually is, and spins wild schemes to make herself feel important. SE S SERANO Sesserand has always been a small person, a lackey to others, only coming into her own when her magic awakened. Now she makes up for years of insults by preparing and memorizing cutting remarks for every possible slight, not realizing her power and inner strength are more than enough to garner respect despite her shortcomings. Combat Encounters: Sesserand prefers to have lackeys engage enemies so she can freely choose targets to destroy. She might serve as a lieutenant to a wittier person who can make her feel important. Roleplaying Encounters: Sesserand might work for a charismatic person who values her abilities, or might tell herself that she's the "power behind the throne" in an unequal partnership.


I nit +2; Senses low-light vision; Perception + 19 DEFENSE AC 21, touch 15, flat-footed 18 (+4 armor, +2 deflection, +2 Dex, +1 dodge, +2 natural) hp 79 (14d6+28) Fort +6, Ref +6, Will +12; +2 vs. enchantments Immune fire (120 points), sleep; Resist cold 20 OFFENSE Speed 30 ft. Melee mwk spear +7/+2 (1d8-1jx3) Ranged mwk light crossbow +10 (1d8/19-20) Bloodline Spell-Like Abilities (Cl 14th; concentration +20) 9/day-elemental ray (1d6+7 cold) 1/day-elemental blast (14d6 cold, DC 23) Sorcerer Spells Known (CL 14th, concentration +20) 7th (3/day)-delayed blast fireball (cold, DC 25) 6th (6/day)-chain lightning (cold, DC 24), elemental body Ill, freezing sphere (DC 24) 5th (7/day)-baleful polymorph (DC 21), cone of cold (DC 23), elemental body II, summon monster V 4th (7 jday)-elemental body I, ice storm, resilient sphere (DC 22), solid fog, wall of ice (DC 22) 3rd (7/day)-f/y, lightning bolt (cold, DC 21), protection from energy, ray of exhaustion (DC 19), sleet storm 2nd (8/d ay)-acid arrow (cold), blindness/deafness (DC 18), fog cloud, gust of wind (DC 20), mirror image, scorching roy (cold) 1st (8/day)-burning hands (cold, DC 19), endure elements, mage armor, magic missile, obscuring mist, shield 0 (at will)-acid splash (cold), bleed (DC 16), detect magic, detect poison, mage hand, roy of frost, read magic, resistance, touch of fatigue (DC 16) Bloodline elemental (water) TACTICS Before Combat The sorcerer casts mage armor and protection from energy (lire). During Combat The sorcerer casts empowered area damage spells such as cone of cold, freezing sphere, and chain lightning. If forced into melee, she casts elemental body Ill and transforms into a Large water elemental. Base Statistics Without mage armor and protection from energy, the sorcerer's statistics are AC 17, touch 15, flat-footed 14; Immune sleep. STATISTICS Str 8, Dex 15, Con 14, lnt 10, Wis 12, Cha 22 Base Atk +7; CMB +6; CMD 21 Feats Combat Casting, Dodge, Empower Spell, Eschew Materials, Greater Spell Focus (evocation), Improved Initiative, Iron Will, Nimble Moves, Silent Spell, Skill Focus (Perception), Spell Focus (evocation) Skills Diplomacy +11, Fly +11, Knowledge (arcana, planes) +8, Linguistics + 1, Perception + 19, Spell craft +8, Swim +4 Languages Aquan, Common, Elven SQ bloodline arcana (change energy damage spells to cold), elf blood Combat Gear potion of fly; Other Gear masterwork light crossbow with 10 bolts, masterwork spear, amulet of natural armor +2, headband of alluring charisma +4, ring of protection +2, 1,413 gp The ice mage bends liquid and solid water to her will, killing with the efficiency of a sudden frost. MAT HERlE TOURANE As a child, Matherie was buried alive by an avalanche for 3 days. After she dug herself free, she found the ordeal had given her power over ice and snow. She abandoned her old life and embraced the coldness and cruelty in her heart.


DEFENSE AC 21, touch 15, flat-footed 18 (+4 armor, +2 deflection, +2 Dex, +1 dodge, +2 natural) (+2 deflection vs. good) hp 85 (15d6+30) Fort +7, Ref +11, Will +15; +4 vs. poison DR 10/adamantine (150 points); Resist fire 10 OFFENSE Speed 30 ft. Melee mwk quarterstaff +7/+2 (1d6-1) Bloodline Spell-Like Abilities (CL 15th; concentration +21) 9/day-corrupting touch (7 rounds) 1/day-hellfire (15d6 fire, DC 23) Sorcerer Spells Known (CL 15th; concentration +21) 7th (4/day)-deloyed blast fireball (DC 24), greater teleport, summon monster VII 6th (7jday)-disintegrote (DC 22), globe of invulnerability, moss suggestion (DC 22), planar binding (devils/fiendish creatures only, DC 22) 5th (7/day)-cone of cold (DC 22), dismissal (DC 21), dominate person (DC 21), polymorph, wolf of force 4th (7 jday)-block tentacles, charm monster (DC 22), dimension door, stoneskin, wolf of fire 3rd (7/day)-dispel magic, fireball (DC 20), hold person (DC 19), suggestion (DC 19), vompiric touch 2nd (8/day)-ocid arrow, darkness, false life, invisibility, scorching roy, web (DC 18) 1st (8/day)-buming hands (DC 18), charm person (DC 19), magic missile, protection from good, shield, true strike 0 (at will)-ocid splash, bleed (DC 16), doze (DC 16), detect magic, open/close, prestidigitation, roy of frost, read magic, touch of fatigue (DC 16) Bloodline infernal TACTICS Before Combat The sorcerer casts false life and stoneskin, and uses her wand of mage armor. During Combat The sorcerer uses hellfire on the first round of combat, then uses controlling spells like dominate person, or damaging attacks such as block tentacles or cone of cold. Base Statistics Without false life, mage armor, and stoneskin, the sorcerer's statistics are AC 17, touch 15, flat-footed 14; hp 70; DR none. STATISTICS Str 8, Dex 14, Con 10, lnt 12, Wis 14, Cha 23 Base Atk +7; CMB +6; CMD 21 Feats Combat Casting, Dodge, Eschew Materials, Extend Spell, Improved Initiative, Improved Iron Will, Iron Will, Lightning Reflexes, Persuasive, Quicken Spell, Spell Focus (evocation), Spell Penetration Skills Bluff +19, Diplomacy +23, Fly +10, Intimidate +23, Knowledge (arcana) +9, Knowledge (planes) +6, Perception +12, Spellcraft +9 Languages Common, Infernal SQ bloodline arcana (+2 DC for charm spells), infernal resistances, on dark wings Combat Gear potions of cure serious wounds (2), suo/Is of invisibility (2), suo// of nondetection, wand of mage armor (20 charges); Other Gear masterwork quarterstaff, amulet of natural armor +2, cloak of resistance +2, headband of alluring charisma +4, ring of counterspells, ring of protection +2, diamond dust (worth 500 gp), 1,675 gp The diabolical charmer uses magic and honeyed words to convince mortals and fiends to do her bidding.


lnit +3; Senses Perception +12 DEFENSE AC 23, touch 18, flat-footed 19 (+3 armor, +3 deflection, +3 Dex, +1 dodge, +2 natural, +1 size) hp 137 (16d6+79) Fort +11, Ref +12, Will +16; +2 vs. fear Defensive Abilities spell turning; DR 10/adamantine (150 points) OFFENSE Speed 20 ft. Melee mwk spear +8/+3 (1d6-2jx3) Ranged mwk sling +13/+8 (1d3-2) Sorcerer Spells Known (CL 16th; concentration +23) 8th (3/day)-prismotic wolf (DC 25) 7th (6/day)-grosping hand, greater teleport, spell turning 6th (7/day)-ocid fog, chain lightning (DC 25), globe of invulnerability, greater dispel magic, true seeing 5th (7/day)-breok enchantment, cone of cold (DC 24), mage's faithful hound, mind fog (DC 22), overland flight 4th (7/day)-dimension door, enervation, phantasmal killer (DC 21), resilient sphere (DC 23), stoneskin 3rd (8/day)-dispel magic, displacement, fly, hold person (DC 20), lightning bolt (DC 22), protection from energy (DC 20) 2nd (8/day)-folse life, glitterdust (DC 19), invisibility, knock, resist energy, scorching ray 1st (8/day)-alorm, grease, identify, magic missile, ray of enfeeblement (DC 18), shield 0 (at will)-acid splash, arcane mark, detect magic, detect poison, light, mage hand, roy of frost, read magic, resistance Bloodline arcane TACTICS Before Combat The sorcerer casts false life, stoneskin, and spell turning. During Combat The sorcerer casts prismatic wolf between himself and his enemies on the first round of combat, then casts displacement and globe of invulnerability. He attacks with area damage spells such as acid fog, chain lightning, and cone of cold. Base Statistics Without false life, spell turning, and stoneskin, the sorcerer's statistics are hp 122; Defensive Abilities none; DR none. STATISTICS Str 6, Dex 16, Con 14, lnt 12, Wis 10, Cha 24 Base Atk +8; CMB +5; CMD 22 Feats Combat Casting, Dodge, Empower Spell, Eschew Materials, Improved Counterspell, Iron Will, Maximize Spell, Quicken Spell, Silent Spell, Still Spell, Toughness Skills Acrobatics +5 (+1 when jumping), Bluff +18, Climb +0, Fly +9, Knowledge (arcana) +12, Knowledge (local) +9, Perception +12, Spellcraft +12, Use Magic Device +18 Languages Common, Dwarven, Halfling SQ arcane bond (ring of protection), bloodline arcana (+ 1 DC for metamagic spells that increase spell level), metamagic adept (4/day), new arcana, school power (+2 DC for evocation spells) Combat Gear potion of cure serious wounds, scroll of mislead, scroll of shadow walk; Other Gear masterwork sling with 20 bullets, masterwork spear, amulet of natural armor +2, bracers of armor +3, cloak of resistance + 3, headband of alluring charisma +4, ring of protection +3, diamond dust (worth 500 gp), eye ointment for true seeing (worth 500 gp), 1,848 gp The natural arcanist is a conduit for magical power, always on the brink of releasing too much energy. NARtO S AFEt Nar is a troubled halfling whose innate magic has always caused inadvertent destruction in his home. He was born in a quiet halfling district of a human city, but his friends and family chased him out in his teen years, fearing for their safety. Forced to live like a hermit, Nar grew bitter and angry. His odd speech patterns and personality make him difficult to read.


DEFENSE AC 26, touch 14, flat-footed 26 (+8 armor, +3 deflection, +1 insight, +4 natural) hp 147 (17d6+85) Fort +15, Ref +9, Will +14; +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants); DR 10/adamantine (150 points); Resist fire 10 OFFENSE Speed 20 ft., fly 60 ft. (average) Melee mwk battleaxe +11/+6 (1d8+2jx3) or 2 claws +10 (1d6+2 plus 1d6 fire) Ranged mwk heavy crossbow +9 (1d10/19-20) Special Attacks + 1 on attack rolls against goblinoid and ore humanoids, breath weapon (30-foot cone, 17d6 fire, DC 23, 2/day), claws (2, 1d4+2 plus 1d6 fire, treated as magic weapons, 8 rounds/day) Sorcerer Spells Known (CL 17th; concentration +22) 8th (4/day)-form of the dragon Ill, greater shout (DC 25), incendiary cloud (DC 23) 7th (6/day)-delayed blast fireball (DC 24), form of the dragon II, mass hold person (DC 22), reverse gravity 6th (6/day)-chain lightning (DC 23), flesh to stone (DC 21), form of the dragon I, transformation 5th (7 jday)-cloudkill (DC 20), cone of cold (DC 22), spell resistance, telekinesis, wall of force 4th (7/day)-crushing despair (DC 19), fear (DC 19), fire shield, stoneskin, wall of fire 3rd (7/day)-dispel magic, fireball (DC 20), fly, greater magic weapon, ray of exhaustion (DC 18) 2nd (7/day)-blur, flaming sphere (DC 19), invisibility, resist energy (DC 17), scorching ray, web (DC 17) 1st (8/day)-burning hands (DC 18), expeditious retreat, mage armor, magic missile, shield, ventriloquism (DC 16) 0 (at will)-acid splash, bleed (DC 15), dancing lights, detect magic, flare (DC 17), mage hand, ray of frost, read magic, touch of fatigue (DC 15) Bloodline draconic (red) TACTICS Before Combat The sorcerer casts stoneskin. During Combat The sorcerer casts mass hold person, then uses his breath weapon and area spells against his paralyzed foes. If forced into melee, he casts greater magic weapon on his battleaxe and transformation on himself. Base Statistics Without stones kin, the sorcerer's statistics are DR none. STATISTICS Str 14, Dex 10, Con 18, lnt 12, Wis 10, Cha 20 Base Atk +8; CMB +10; CMD 24 (28 vs. bull rush or trip) Feats Arcane Armor Mastery, Arcane Armor Training, Combat Casting, Eschew Materials, Great Fortitude, Greater Spell Focus (evocation), Improved Initiative, Light Armor Proficiency, Medium Armor Proficiency, Maximize Spell, Quicken Spell, Spell Focus (evocation) Skills Appraise +5 (+7 to assess nonmagical metals or gemstones), Fly +6, Intimidate + 18, Knowledge (arcana) + 13, Linguistics +2, Perception +18 (+20 to notice unusual stonework), Spellcraft +13 Languages Common, Draconic, Dwarven, Ore SQ bloodline arcana (fire spells deal + 1 damage per die), wings Combat Gear potions of butrs strength (2), potions of cure serious wounds (2), wand of shield (20 charges); Other Gear +2 red dragon hide breastplate, masterwork battleaxe, masterwork heavy crossbow with 10 bolts, belt of mighty constitution +2, brooch of shielding, cloak of resistance +4, dusty rose prism ioun stone, headband of alluring charisma +4, ring of protection +3, diamond dust (worth 500 gp), 6,240 gp The fiery dragonkin embodies all the greedy, violent, and territorial impulses of red dragons. Heedless of the lives they crush in their rise to glory, the dragonkin sorcerers are born conquerors, and see in their noble draconic blood an undeniable right to rule over lesser beings.


lnit +6; Senses darkvision 60 ft.; Perception +10 DEFENSE AC 22, touch 13, flat-footed 19 (+5 armor, +2 Dex, + 1 dodge, +4 natural) hp 152 (18d6+87) Fort +11, Ref +9, Will +13; +4 vs. poison Defensive Abilities ore ferocity; DR 10/adamantine (150 points); Resist electricity 10 OFFENSE Speed 30 ft., fly 60 ft. (average) Melee 2 claws +12 (1d6+3 plus 1d61ire) or +1 flaming greotoxe +13/+8 (1d12+Sjx3 plus 1d6 fire) Special Atta(ks claws (2, 1d6+7 plus 1d6 fire, treated as magic weapons, 7 rounds/day) Sor(erer Spells Known (CL 18th; concentration +25) 9th (3/day)-meteor swarm 8th (5/day)-incendiory cloud (DC 27), summon monster VIII, unholy aura 7th (7/day)-deloyed blast fireball (DC 24), greater teleport, power word blind, reverse gravity 6th (7 jday)-ocid fog, chain lightning (DC 23), transformation, true seeing 5th (7/day)-cloudkill (DC 24), cone of cold (DC 22), dismissal (DC 22), feeblemind (DC 22), summon monster V 4th (7/day)-block tentacles, confusion (DC 21), dimension door, phantasmal killer (DC 21), stoneskin 3rd (8/day)-dispel magic, fly, gaseous form, rage, slow (DC 20) 2nd (8/day)-ocid arrow, bull's strength, darkness, false life, mirror image, scorching roy 1st (8/day)-burning hands (DC 18), cause fear (DC 18), enlarge person (DC 18), grease, roy of enfeeblement (DC 18), shield 0 (at will)-ocid splash, bleed (DC 17), doze (DC 17), detect magic, light, mage hand, message, roy of frost, read magic Bloodline abyssal TACTICS Before Combat The sorcerer casts false life and stont;skin. During Combat The sorcerer casts summon monster VIII to summon a hezrou, then alternates between casting area damage spells and summoning other demons. If he knows he is fighting goodaligned opponents, he casts unholy aura. Base Statisti(s Without false life and stones kin, the sorcerer's statistics are hp 137; DR none. STATISTICS Str 16, Dex 14, Con 14, lnt 8, Wis 12, Cha 24 Base Atk +9; CMB +12; CMD 25 Feats Augment Summoning, Combat Casting, Dodge, Empower Spell, Eschew Materials, Extend Spell, Great Fortitude, Greater Spell Focus (conjuration), Improved Initiative, Quicken Spell, Spell Focus (conjuration), Toughness Skills Fly +6, Intimidate +14, Knowledge (arcana) +3, Knowledge (planes) +5, Linguistics +0, Perception +10, Spellcraft +3 Languages Abyssal, Common, Ore SQ added summonings, bloodline arcana (summoned creatures gain DR 9/good), ore blood, strength of the Abyss, weapon familiarity Combat Gear potions of cure serious wounds (2), potion of haste, scroll of greater dispel magic, wand of shield (20 charges); Other Gear +1 flaming greataxe, amulet of natural armor +4, bracers of armor +5, cloak of resistance + 1, headband of alluring charisma +4, ring of counterspells, diamond dust (worth 500 gp), eye ointment for true seeing (worth 500 gp), 4,480 gp The demon-blooded sorcerer is a powerful mortal servant of the Abyss. OGR1K T HE DEMON Ogrik remembers little about his origins other than darkness and hunger. He loves using his magic to destroy others, and considers himself a true demon. He has been known to eat his enemies, as well as underlings who displease him.


DEFENSE AC 24, touch 17, flat-footed 22 (+4 armor, +3 deflection, +1 Dex, + 1 dodge, +2 insight, + 3 natural); never surprised or flat-footed hp 122 (19d6+53) Fort +10, Ref +14, Will +18; +5 vs. spells and spell-like abilities Defensive Abilities fated +5, spell turning, within reach 1jday; DR 10/adamantine (150 points) OFFENSE Speed 30 ft. Melee staff of fire +8/+3 (1d6-1) Special Attacks it was meant to be (2/day) Bloodline Spell-Like Abilities (Cl 19th; concentration +26) 10/day-touch of destiny (+9) Sorcerer Spells Known (Cl 19th; concentration +26) 9th (4/day)-uushing hand, foresight, time stop 8th (6/day)-greater shout (DC 27), moment of prescience, power word stun, protection from spells 7th (7jday)-limited wish, mage's magnificent mansion, mage's sword, spell turning 6th (7/day)-chain lightning (DC 25), disintegrate (DC 23), globe of invulnerability, mislead 5th (7/day)-baleful polymorph (DC 22), break enchantment, cane of cold (DC 24), dominate person (DC 22), teleport 4th (7/day)-bestow curse (DC 21), charm monster (DC 21), dimension door, freedom of movement, stones kin 3rd (8jday)-dispel magic, fly, lightning bolt (DC 22), phantom steed, protection from energy 2nd (8/day)-acid arrow, blur, false life, fog cloud, knock, searching ray 1st (8/day)-alarm, burning hands (DC 20), mage armor, magic missile, shield, true strike 0 (at will)-acid splash, arcane mark, detect magic, detect poison, light, mending, openjclose, prestidigitation, read magic Bloodline destined TACTICS Before Combat The sorcerer casts false life, foresight, freedom of movement, mage armor, moment of prescience, protection from spells, spell turning, and stone skin. During Combat The sorcerer first casts mislead and globe of invulnerability. Base Statistics Without false life, foresight, mage armor, protection from spells, spell turning, and stoneskin, the sorcerer's statistics are AC 18, touch 15, flat-footed 16; hp 107; Ref +12; DR none. STATISTICS Str 8, Dex 13, Con 12, lnt 14, Wis 15, Cha 24 Base Atk +9; CMB +8; CMD 25 Feats Combat Casting, Combat Expertise, Diehard, Dodge, Eschew Materials, Greater Spell Focus (evocation), Improved Initiative, Improved lightning Reflexes, Iron Will, lightning Reflexes, Maximize Spell, Mobility, Quicken Spell, Silent Spell, Spell Focus (evocation) Skills Bluff +20, Diplomacy +17, Fly +11, Intimidate +20, Knowledge (arcana, history) +15, Perception +21, Spellcraft +24 Languages Celestial, Common, Draconic, Elven, Infernal SQ bloodline arcana (gain luck bonus to saves when casting personal-range spells) Combat Gear potion of cure moderate wounds, potion of cure serious wounds; Other Gear amulet of natural armor +3, cloak of resistance + 3, glove of storing, headband of mental prowess +4 (lnt, Wis), ring of protection +3, staff of fire (10 charges), diamond dust (worth 500 gp), 7,800 gp Believing he's destined for greatness, this mage will do anything to succeed.


I nit +6; Senses Perception + 16 DEFENSE AC 30, touch 17, flat-footed 27 (+4 armor, +4 deflection, +2 Dex, + 1 dodge, +9 natural) hp 217 (20d6+ 145) Fort +16, Ref +11, Will +18; +4 morale bonus vs. undead spells and spell-like abilities DR 5/-; Immune cold, nonlethal damage, paralysis, sleep OFFENSE Speed 30 ft. Melee quarterstaff +9/+4 (1d6-1) Bloodline Spell-Like Abilities (Cl 20th; concentration +28) 11/day-grave touch (10 rounds) 3/day-grasp of the dead (20d6 slashing, DC 28) 1/day-incorporeal form (20 rounds) Sorcerer Spells Known (CL 20th; concentration +28) 9th (6/day)-energy drain (DC 29), imprisonment (DC 27), power word kill, wail of the banshee (DC 29) 8th (7/day)-create greater undead, horrid wilting (DC 28), polar ray, protection from spells 7th (7/day)-finger of death (DC 27), mass hold person (DC 25), prismatic spray, waves of exhaustion 6th (7/day)-circfe of death (DC 26), create undead, flesh to stone (DC 24), undeath to death (DC 26) 5th (7/day)-c/oudkill (DC 23), cone of cold (DC 23), dominate person (DC 23), teleport, waves of fatigue 4th (8/day)-animate dead, contagion (DC 24), crushing despair (DC 22), solid fog, wall of ice (DC 22) 3rd (8/day)-dispel magic, fireball (DC 21), gaseous form, ray of exhaustion (DC 23), vampiric touch 2nd (8/day)-blindnessjdeafness (DC 22), false life, invisibility, mirror image, scorching ray, spectral hand 1st (8/day)-chi// touch (DC 21), mage armor, magic missile, roy of enfeeblement (DC 21), shield, shocking grasp 0 (at will)-acid splash, bleed (DC 20), detect magic, disrupt undead, ghost sound (DC 18), prestidigitation, roy of frost, read magic, touch of fatigue (DC 20) Bloodline undead TACTICS Before Combat The sorcerer casts false life and mage armor. During Combat The sorcerer casts energy drain, power ward kill, and wail of the banshee. She may deter opponents with solid fog, waves of exhaustion, or her grasp of the dead ability. Base Statistics Without false life and mage armor, the sorcerer's statistics are AC 26, touch 17, flat-footed 23; hp 202. STATISTICS Str 8, Dex 14, Con 20, lnt 10, Wis 12, Cha 27 Base Atk +10; CMB +9; CMD 26 Feats Blind-Fight, Combat Casting, Dodge, Empower Spell, Eschew Materials, Great Fortitude, Greater Spell Focus (necromancy), Improved Initiative, Iron Will, Mobility, Quicken Spell, Silent Spell, Spell Focus (necromancy), Still Spell, Toughness Skills Fly +10, Intimidate +21, Knowledge (arcana, religion) +13, Perception +16, Spellcraft +13, Use Magic Device +21 Languages Common SQ bloodline arcana (corporeal undead affected by humanoidaffecting spells), one of us Combat Gear scrolls of darkvision (2), scrolls of fly (2), scroll of see invisibility, wand of cure moderate wounds (25 charges); Other Gear quarterstaff, amulet of natural armor +4, belt of mighty constitution +6, cloak of resistance +3, headband of alluring charisma +6, ring of protection +4, robe of bones, diamonds for protection from spells (worth 1,500 gp), onyx gems (worth 2,000 gp), 4,650 gp


I nit +5; Senses Perception +4 DEFENSE AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex) hp 9 (1d6+ 3) Fort +2, Ref +1, Will +3 OFFENSE Speed 30 ft. Melee quarterstaff +0 (1d6) Special Atta(ks hand of the apprentice (6/day) Wizard Spells Prepared (CL 1st; concentration +4) 1 st-burning hands (DC 14), mage armor 0 (at will)-bleed (DC 13), detect magic, resistance TACTICS Before Combat The wizard casts mage armor. During Combat The wizard uses hand of the apprentice to throw her quarterstaff or casts burning hands. She offers to use her scroll of enlarge person on an ally who'll protect her. Base Statisti(s Without mage armor, the wizard's statistics are AC 11, touch 11, flat-footed 10. STATISTICS Str 10, Dex 13, Con 14, lnt 17, Wis 12, Cha 8 Base Atk +0; CMB +0; CMD 11 Feats Alertness, Combat Casting, Improved Initiative, Scribe Scroll Skills Knowledge (arcana, history, planes) +7, Linguistics +7, Perception +4, Sense Motive +3, Spellcraft +7 Languages Common, Draconic, Dwarven, Elven, Infernal SQ arcane bond (raven) Combat Gear potions of cure light wounds (2), potion of shield of faith, scrolls of comprehend languages (2), scroll of endure elements, scroll of enlarge person, scroll of grease, scroll of mount, scrolls of shield (2), smokesticks (2); Other Gear quarterstaff, antitoxin, spellbook, sunrods (5), 40 gp These mages are new adventurers looking for protectors. HOLDRE DA DANTON Holdreda loves magic, but not risking her life. After lowpayingjobs for the captain of the guard, she decided to go adventuring, but wants a strong group to keep her safe. I nit+ 1; Senses low-light vision; Perception +2 DEFENSE AC 13, touch 13, flat-footed 11 (+1 Dex, +1 dodge, +1 size) hp 14 (2d6+5) Fort +2, Ref+ 1, Will +2; +2 vs. illusions Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants) OFFENSE Speed 20 ft. Melee dagger +3 (1d3+1/19-20) Ranged light crossbow +4 (1 d6/19-20) Special Atta(ks + 1 on attack rolls against goblinoid and reptilian humanoids Gnome Spell-Like Abilities (CL 2nd; concentration + 3) 1/day-dancing lights, ghost sound, prestidigitation, speak with animals Ar(ane S(hool Spell-Like Abilities (CL 2nd; concentration +4) 5/day-dazing touch En(hanter Spells Prepared (CL 2nd; concentration +4) 1st-charm person (DC 13), color spray (DC 14), grease, sleep (DC 13) o (at will)-dancing lights, ghost sound (2, DC 13), mage hand Opposition S(hools abjuration, necromancy TACTICS During Combat The wizard casts color spray, then casts grease between himself and foes. tf threatened, he drinks his potion of invisibility. STATISTICS Str 12, Dex 13, Con 14, lnt 15, Wis 8, Cha 12 Base Atk +1; CMB +1; CMD 13 Feats Dodge, Scribe Scroll Skills Bluff +3, Knowledge (arcana, geography, history) +6, Knowledge (local) +7, Perception +2, Spellcraft +6 Languages Common, Dwarven, Gnome, Hal fling SQ arcane bond (amulet), enchanting smile scrolls of disguise self (2), scrolls of expeditious retreat (2), scroll of invisibility, scrolls of obscuring mist (2), alchemist's fire (2), thunderstones (2); Other Gear dagger, I ig ht crossbow with 10 masterwork bolts, brooch of shielding (10 charges), smokesticks (2), spellbook, 67 gp The street magician uses his talents to make money.


I nit +2; Senses low-light vision; Perception +5 DEFENSE AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 19 (3d6+6) Fort +2, Ref +3, Will +3; +2 vs. enchantments Immune sleep OFFENSE Speed 30 ft. Melee mwk rapier +3 (1d6/18-20) Ranged mwk longbow +4 (1d8+1jx3) Special Atta(ks hand of the apprentice (6/day) Wizard Spells Prepared (CL 3rd; concentration +6) 2nd-mirror image, scorching roy 1 st-magic missile, shield, shocking grasp 0 (at will)-doze (DC 13), detect magic, light, resistance TACTICS Before Combat The wizard uses her wand to cast mage armor. During Combat The wizard attacks with scorching roy, her longbow, and hand of the apprentice. If forced into melee, she casts mirror image and obscuring mist. Base Statisti(s Without mage armor, the wizard's statistics are AC 12, touch 12, flat-footed 10. STATISTICS Str 12, Dex 15, Con 12, lnt 17, Wis 10, Cha 8 Base Atk +1; CMB +2; CMD 14 Feats Combat Casting, Point-Blank Shot, Scribe Scroll Skills Acrobatics +4, Climb +2, Knowledge (arcana) +9, Knowledge (history) +7, Perception +5, Spellcraft +9 (+11 to identify magic item properties), Stealth +4 Languages Common, Draconic, Elven, Ore, Sylvan SQ arcane bond (rapier), elven magic, weapon familiarity Combat Gear potion of cure moderate wounds, scroll of glitterdust, scroll of invisibility, scroll of magic weapon, scrolls of mirror image (2), scroll of obscuring mist, scroll of protection from evil, scroll of scorching roy, wand of mage armor (20 charges); Other Gear masterwork longbow with 20 arrows, masterwork rapier, spellbook, 113 gp These mercenary wizards are able to fill many roles, and demand a high fee for their versatility. DEFENSE AC 18, touch 14, flat-footed 15 (+4 armor, +1 deflection, +2 Dex, +1 dodge) hp 22 (4d6+6) Fort +2, Ref +3, Will +5 OFFENSE Speed 30 ft. Melee club + 1 (1d6-1) Ranged light crossbow +4 (1 d8/19-20) Ar(ane S(hool Spell-Like Abilities (CL 4th; concentration +8) ?/day-diviner's fortune (+2) Diviner Spells Prepared (CL 4th; concentration +8) 2nd-cot's grace, detect thoughts (DC 16), web (2, DC 16) 1st-comprehend languages, feather fall, mage armor, magic missile (2) 0 (at will)-doncing lights, detect magic, detect poison, message Opposition S(hools illusion, necromancy TACTICS Before Combat The wizard casts mage armor. During Combat If surprised, the wizard uses forewarned to cast cot's grace in the surprise round. He uses web, color spray, or sleep against targets he intends to capture. Base Statistks Without mage armor, the wizard's statistics are AC 14, touch 14, flatfooted 11. STATISTICS Feats Combat Casting, Dodge, Improved Initiative, Scribe Scroll Skills Diplomacy +4, Intimidate +4, Knowledge (arcana, local) +10, Knowledge (geography, history, nobility, religion) +8, Perception +5, Sense Motive +5, Spellcraft +11 Languages Common, Draconic, Dwarven, Elven, Ore SQ arcane bond (ring of protection +1), forewarned Combat Gear potion of cure moderate wounds, scroll of detect thoughts, scroll of knock, scroll of locate object, scrolls of sleep (2), wand of color spray (20 charges); Other Gear club, light crossbow with 20 bolts, ring of protection +1, manacles, spellbook, 125 gp The investigator mage works with city guards to investigate crimes.


I nit +7; Senses low-light vision; Perception +7 DEFENSE AC 18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1 natural) hp 28 (5d6+8) Fort +2, Ref +6, Will +5; +2 vs. enchantments Immune sleep OFFENSE Speed 30 ft. Melee mwk longsword +3 (1d8/19-20) Ranged shortbow +5 (1d6jx3) Arcane School Spell-Like Abilities (CL 5th; concentration +9) ?/day-telekinetic fist (1d4+2 bludgeoning) Trans muter Spells Prepared (CL 5th; concentration +9) 3rd-beast shape I, empowered burning hands (DC 16), displacement 2nd-invisibility, spider climb, summon swarm, web (DC 16) 1st-burning hands (DC 16), feather fall, grease, mage armor, obscuring mist o (at will)-dancing lights, ghost sound (DC 14), mage hand, touch of fatigue (DC 14) Opposition Schools divination, enchantment TACTICS Before Combat The wizard casts mage armor. When she prepares spells, she uses physical enhancement to increase her Constitution. She studies the combat area for the best places to use spells like grease and web, then hides in ambush. During Combat The wizard casts web on her opponents or in their path (especially if there is a pit or ravine present). She casts summon swarm into the web. If trapped opponents are escaping from the web, she casts empowered burning hands on them. Base Statistics Without mage armor, the wizard's statistics are AC 14, touch 13, flat-footed 11. STATISTICS Str 10, Dex 16, Con 13, lnt 18, Wis 12, Cha 8 Base Atk +2; CMB +2; CMD 15 Feats Empower Spell, Improved Initiative, lightning Reflexes, Scribe Scroll, Spell Focus (evocation) Skills Acrobatics +7, Climb +3, Fly +7, Knowledge (arcana) + 12, Knowledge (geography) + 10, Knowledge (history) +9, Knowledge (nature) + 11, Perception +7, Spellcraft +12 (+14 to identify magic item properties), Survival +4, Swim + 1 Languages Common, Draconic, Elven, Gnoll, Goblin, Ore SQ arcane bond (monkey), elven magic, physical enhancement +2, weapon familiarity Combat Gear potion at cure moderate wounds, potions of pass without trace (2), scroll of eat's grace, scroll of pyrotechnics, scroll of stinking cloud, scroll of web; Other Gear masterwork longsword, shortbow with 20 arrows, amulet of natural armor +1, spellbook, 104 gp Jungle wizards live in harmony with nature. They're frequently mistaken for druids, and often use such misunderstandings to their advantage. Many jungle wizards use natural materials for their magical gear, such as large leaves or hides for spellbooks and scrolls, unworked tree branches for wands, or grasses that can be knotted into the shapes of rings. MANDAR TAMAR1CE Mandar is a hermit living in the jungle, content to go for weeks without speaking to anyone. When dealing with strangers, she deliberately acts savage and bestial so they underestimate her power and knowledge. She sometimes obtains valuable spell components or minor magic items by treating them like trinkets, thereby keeping anyone from realizing how valuable they actually are. Some assume that since Mandar lives in the wild she has a grudge against civilization, like creature comforts, and might trade spellcasting services or information to nearby villages in exchange for food, clothing, or sweets for both herself and her familiar, Eink. This monkey follows her everywhere, and usually shows better street smarts than his master. Combat Encounters: Mandar attacks the PCsor leads villagers to attack them-in order to protect her territory or a magical site. She has allies among both arcane scholars and the druids, and could appear alongside adventurers of either type (though both sides find her a little strange). Roleplaying Suggestions: Mandar might spy on the PCs using beast shape or her monkey familiar before crossing their path to question them. If they notice her savagery is an act, she drops the pretense right away and shows the true depth of her knowledge.


I nit +8; Senses darkvision 60 ft., see invisibility; Perception +7 DEFENSE AC 16, touch 12, flat-footed 15 (+4 armor, +1 deflection, +1 Dex) hp 41 (6d6+18) Fort +5, Ref +4, Will +7 Defensive Abilities ore ferocity OFFENSE Speed 30 ft. Melee mwk falchion +3 (2d4-1/18-20) Ranged light crossbow +4 (1d8/19-20) Arcane School Spell-Like Abilities (CL 6th; concentration + 10) ?/day-diviner's fortune (+3) Diviner Spells Prepared (CL 6th; concentration +10) 3rd-cloiroudiencejcloirvoyonce, deep slumber (DC 18), haste (DC 17), hold person (DC 18) 2nd-flaming sphere (DC 16), fox's cunning, pyrotechnics (DC 16), see invisibility, touch of idiocy 1 st-charm person (DC 16), detect undead, mage armor, magic missile, shield o (at wili)-doncing lights, detect magic, detect poison, message Opposition Schools illusion, necromancy TACTICS Before Combat The wizard casts mage armor and see invisibility. If she has a few rounds to prepare, she casts fox's cunning on herself and uses her wand of enlarge person on her allies. During Combat The wizard casts haste on her allies, hold person on her most dangerous opponent, and touch of idiocy on a spellcaster. Base Statistics Without mage armor, the wizard's statistics are AC 12, touch 12, flat-footed 11. STATISTICS Str 8, Dex 12, Con 14, lnt 18, Wis 13, Cha 10 Base Atk +3; CMB +2; CMO 14 Feats Brew Potion, Combat Casting, Improved Initiative, Scribe Scroll, Spell Focus (enchantment) Skills Diplomacy +3, Heal +5, Intimidate +6, Knowledge (arcana) +11, Knowledge (geography, history, local, nature) +8, Knowledge (religion) +9, Perception +7, Sense Motive +3, Spellcraft +12, Survival +3 Languages Auran, Common, Draconic, Dwarven, Giant, Ore SQ arcane bond (falchion), forewarned, ore blood, weapon familiarity Combat Gear potions of cot's grace (2), potions of cure light wounds (2), potion of cure moderate wounds, potion of protection from arrows, scroll of comprehend languages, scrolls of mage armor (2), scroll of mount, wand of enlarge person (20 charges); Other Gear light crossbow with 20 bolts, masterwork falchion, cloak of resistance +1, ring of protection +1, spellbook, 239 gp The tribal seer speaks to hostile spirits and interprets omens that affect her tribe. GRESHEK T HE S IG H TE D Greshek was trained by her father, the tribe's previous seer, and inherited his role when he died in a battle with an angry ghost. She tries to avoid violence and conflict, and would rather pacify an enemy to learn what it knows than kill it outright. Combat Encounters: Greshek counsels her tribe to capture the PCs because of information she learned from an omen or by spying on them. Roleplaying Suggestions: Greshek might have seen an omen or heard from a spirit that foretold that the PCs are vital to her or her tribe's survival.


DEFENSE AC 19, touch 15, flat-footed 16 (+4 armor, +1 deflection, +3 Dex, +1 size) hp 37 (7d6+ 10) Fort +5, Ref +7, Will +10; +2 vs. fear DR 10/magic (ranged weapon attack only; 30 points) OFFENSE Speed 20 ft. Melee dagger +2 (1d3-2/19-20) or quarterstaff +2 (1d4-2) Ranged dagger +7 (1d3-2/19-20) Special Attacks intense spells (+3 damage) Arcane School Spell-Like Abilities (CL 7th; concentration +10) 6/day-force missile (1d4+3) Evoker Spells Prepared (CL 7th; concentration + 1 0) 4th-black tentacles, shout (DC 17) 3rd-lightning bolt (2, DC 16), protection from energy, empowered shocking grasp 2nd-darkvision, mirror image, protection from arrows, scorching ray (2) 1 st-color spray (DC 14), expeditious retreat, feather fall, mage armor, shocking grasp (2) 0 (at will)-dancing lights, flare (DC 13), mage hand, mending Opposition Schools divination, necromancy TACTICS Before Combat The wizard casts mage armor and protection from arrows. If she has an ally who attacks in melee, she casts protection from energy (electricity) on that ally to protect him from her lightning bolt spells; otherwise, she casts it on herself (warding against fire). During Combat The wizard tries to catch multiple opponents with block tentacles, then follows up with a lightning bolt to hit as many targets as possible. She uses her imp to invisibly deliver shocking grasp and empowered shocking grasp. Base Statistics Without mage armor, the wizard's statistics are AC 15, touch 15, flat-footed 12. STATISTICS Str 6, Dex 16, Con 12, lnt 16, Wis 13, Cha 12 Base Atk +3; CMB +0; CMD 14 Feats Combat Casting, Empower Spell, Improved Familiar, Improved Initiative, Iron Will, Scribe Scroll Skills Acrobatics +5 (+1 when jumping), Bluff +6, Climb +0, Knowledge (arcana) + 13, Knowledge (dungeoneering) +9, Knowledge (engineering) +7, Knowledge (planes) +8, Perception +10, Spellcraft +13, Stealth +10, Use Magic Device +5 Languages Common, Draconic, Dwarven, Goblin, Halfling, Infernal SQ arcane bond (imp) Combat Gear pearl of power (1st), potion of cure moderate wounds, potion of lesser restoration, suo// of black tentacles, suo/Is of invisibility (2), suo/Is of lightning bolt (2), suo/Is of mirror image (2), suo// of protection from energy; Other Gear dagger, quarterstaff, cloak of resistance +1, ring of protection +1, spellbook, 186 g p The thunder wizard manipulates sound and electricity to destroy her enemies. ZU KE T AMARAL Zuket is an unexceptional adventuring wizard with a loud, outgoing personality. She loves visiting new places and exploring, and isn't embarrassed to stare openmouthed at wondrous cities or landmarks. She likes things that are big and loud, from thunderstorms to parades to monsters. Combat Encounters: Zuket attacks the PCs to drive them away from a halfling village or a cache of noisy magic items she wants. Roleplaying Suggestions: Zuket doesn't like bullies, and she might intervene on behalf of a PC, even without being asked, if she sees that the PC is in trouble and thinks he needs help.


I nit +7; Senses low-light vision; Perception +9 DEFENSE AC 19, touch 14, flat-footed 16 (+4 armor, +1 deflection, +3 Dex, + 1 natural) hp 40 (8d6+ 10) Fort +4, Ref +6, Will +8; +2 vs. enchantments Immune sleep OFFENSE Speed 30 ft. Melee rapier +4 (1d6/18-20) Ranged dagger +7 (1d4/19-20) Special Attacks aura of despair (8 rounds/day) Arcane School Spell-Like Abilities (CL 8th; concentration +12) ?/day-dazing touch Enchanter Spells Prepared (CL 8th; concentration + 12) 4th-confusion (DC 19), dimension door, greater invisibility, phantasmal killer (DC 18) 3rd-deep slumber (DC 18), dispel magic, hold person (DC 18), phantom steed, suggestion (DC 18) 2nd-alter self, doze monster (DC 17), hideous laughter (DC 17), invisibility, resist energy 1 st-charm person (2, DC 16), color spray (DC 15), mage armor, shield, ventriloquism (DC 15) 0 (at will)-doze (DC 15), mage hand, resistance, touch of fatigue (DC 14) Opposition Schools divination, necromancy TACTICS Before Combat The wizard casts mage armor. During Combat The wizard uses charm person, confusion, and suggestion to turn opponents against each other. By casting greater invisibility on herself, she can remain hidden while she manipulates her targets. She uses her wand of touch of idiocy against enemy spellcasters. Base Statistics Without mage armor, the wizard's statistics are AC 15, touch 14, flat-footed 12. STATISTICS Str 10, Dex 16, Con 12, lnt 18, Wis 8, Cha 12 Base Atk +4; CMB +4; CMD 18 Feats Combat Casting, Craft Wand, Improved Initiative, Iron Will, Scribe Scroll, Spell Focus (enchantment) Skills Acrobatics +8, Bluff +9, Diplomacy +6, Knowledge (arcana) + 15, Knowledge (local, nobility) + 11, Perception +9, Perform (dance) +4, Sense Motive +3, Spellcraft +15 (+17 identify magic item properties) Languages Common, Draconic, Elven, Gnome, Ore, Sylvan SQ arcane bond (viper), elven magic, enchanting smile, weapon familiarity Combat Gear potion of cure moderate wounds, potion of invisibility, scroll of dispel magic, scroll of suggestion, wand of charm person (20 charges), wand of fox's cunning (10 charges), wand of touch of idiocy (10 charges); Other Gear dagger, rapier, amulet of natural armor + 1, cloak of resistance + 1, ring of protection + 1, spellbook, 303 gp Seductive enchanters use magic so they can enjoy mortal pleasures. This usually means inf luencing people to give them things. These wizards can be found anywhere they can get the finer things in life. Many of them become connoisseurs of one particular pleasure, going from place to place and scamming people into giving them the rarest gems or pieces from master artists, or coercing kisses from the most attractive nobles. VAEtEU S T HE CH ARME R. Vaeleus has a reputation for getting what she wants-fine food, quality wine, even sex. What she can't manage to get with ordinary looks, words, and caresses, she gets by using magic. Many people in whatever town she resides in might consider themselves her greatest lover, best friend, or trusted confidant. Vaeleus has gotten used to her lies and tricks eventually falling apart; she often has to leave town in a hurry when lovers or merchants realize they've been compelled against their will. For Vaeleus, it's a simple enough matter to just find a new town with new targets and new pleasures to experience. She doesn't waste time worrying about the bridges she's burned-after all, those people aren't worth anything to her now. Combat Encounters: The PCs might fight Vaeleus because she took advantage of one of their friends or allies. If she has really sunken her claws in, though, that friend might take her side and fight against the PCs. Roleplaying Suggestions: In certain circles, Vaeleus is well respected, and can do no wrong. People might recommend the PCs talk to her for information or contacts. She seems to know everyone, and can pull all sorts of strings for the right fee. Of course, she'd rather just take the fee and not do any work, using enchantments to skip the hard part.


DEFENSE AC 15, touch 10, flat-footed 15 (+4 armor, +1 deflection, -1 Dex, +1 natural) hp 92 (9d6+58) Fort +8, Ref +2, Will +9; +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training ( +4 dodge bonus to AC vs. giants); Immune fire (108 points) OFFENSE Speed 20 ft. Melee battleaxe +5 (1d8+1jx3) Special Attacks +1 on attack rolls against goblinoid and ore humanoids, intense spells (+4 damage) Arcane School Spell-Like Abilities (CL 9th; concentration + 13) At will-elemental wall (9 rounds/day) 7/day-force missile (1d4+4) Evoker Spells Prepared (CL 9th; concentration + 13) 5th-cone of cold (DC 20), transmute rock to mud 4th-empowered acid arrow, greater invisibility, resilient sphere (DC 19), stone shape 3rd-dispel magic, fireball (DC 18), gaseous form, roy of exhaustion (DC 17), stinking cloud (DC 17) 2nd-acid arrow, bear's endurance, protection from energy, scorching roy, spider climb, summon swarm 1 st-burning hands (2, DC 16), color spray (DC 15), feather fall, mage armor, roy of enfeeblement (DC 15) 0 (at will)-ocid splash, dancing lights, detect magic, mage hand Opposition Schools enchantment, necromancy TACTICS Before Combat The wizard casts bear's endurance, mage armor, and protection from energy (lire). During Combat The wizard casts greater invisibility, then uses transmute rock to mud to trap foes. He casts area damage spells at trapped targets and uses stinking cloud and resilient sphere to hinder those who escape the mud. Base Statistics Without bear's endurance, mage armor, and protection from energy (fire), the wizard's statistics are AC 11, touch 10, flat-footed 11; hp 74; Fort +6; Immune none; Con 16. STATISTICS Str 12, Dex 8, Con 20, lnt 18, Wis 16, Cha 8 Base Atk +4; CMB +5; CMD 15 (19 vs. bull rush or trip) Feats Combat Casting, Empower Spell, Improved Initiative, Scribe Scroll, Spell Focus (evocation), Spell Penetration, Toughness Skills Appraise +15 (+17 to assess nonmagical metals or gemstones), Climb +4, Craft (alchemy) +12, Fly +6, Knowledge (arcana, dungeoneering) +16, Knowledge (engineering) +12, Perception +12 (+14 to notice unusual stonework), Sense Motive +4, Spellcraft +16 Languages Common, Dwarven, Goblin, Terran, Undercommon SQ arcane bond (bat) Combat Gear potion of cure moderate wounds, scroll of cloiraudiencejcloirvoyonce, scroll of solid fog, scroll of stinking cloud, scroll of stone shape; Other Gear battleaxe, amulet of natural armor + 1, headband of vast intelligence +2, ring of protection +1, spellbook, 665 gp The cave wizard manipulates the energy of deep rock. CARACHECK T HE CAU S T 1C Caracheck has always felt an affinity for earth, stone, gems, and digging. Uninterested in serving an earth deity or the druidic power of elemental earth, he wanted to bend living rock to his will and chose an arcane path. Now he uses his magic to locate the earth's treasures and scour away the worthless rock around them. If he can't easily reach a prized vein of ore or gems, he collapses the area around it, preventing others from reaching it and giving him time to improve his extraction skills.


I nit +6; Senses low-light vision; Perception +9 DEFENSE AC 20, touch 15, flat-footed 17 (+4 armor, +1 deflection, +2 Dex, +1 dodge, +1 natural, +1 size) hp 73 (10d6+36) Fort +7, Ref +6, Will +10; +2 vs. illusions Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants) OFFENSE Speed 20 ft. Melee mwk dagger +5 (1d3-2/19-20) Ranged mwk dagger +9 (1d3-2/19-20) Special Attacks + 1 on attack rolls against goblinoid and reptilian humanoids Gnome Spell-Like Abilities (CL 10th; concentration + 11) 1/day-doncing lights, ghost sound, prestidigitation, speak with animals Arcane School Spell-Like Abilities (CL 1Oth; concentration + 14) At will-invisibility field (10 rounds/day) ?/day-blinding ray Illusionist Spells Prepared (CL 10th; concentration +14) Sth-cloudkill (DC 19), persistent image (DC 21), teleport 4th-greater invisibility, phantasmal killer (DC 20), empowered scorching roy, solid fog, stone shape 3rd-dispel magic, displacement, fly, haste (DC 17), major image (DC 19) 2nd-detect thoughts (DC 16), glitterdust (DC 16), hypnotic pattern (DC 18), magic mouth, mirror image, scorching roy 1 st-color spray (2, DC 17), feather fall, grease, magic missile, silent image (DC 17) 0 (at will)-doncing lights, detect magic, ghost sound (DC 16), mage hand Opposition Schools enchantment, necromancy TACTICS Before Combat The wizard casts mage armor from her wand. During Combat The wizard prefers to prank others rather than cause deliberate harm. She casts greater invisibility, then harasses and annoys her targets with glitterdust, grease, major image, persistent image, and solid fog. If attacked with lethal force, she retaliates with cloudkill, empowered scorching roy, and magic missile. Base Statistics Without mage armor, the wizard's statistics are AC 16, touch 15, flat-footed 13. STATISTICS Str 6, Dex 14, Con 16, lnt 18, Wis 14, Cha 12 Base Atk +5; CMB +2; CMD 16 Feats Combat Casting, Craft Wand, Craft Wondrous Item, Dodge, Empower Spell, Improved Initiative, Scribe Scroll, Spell Focus (illusion) Skills Acrobatics +7 (+3 when jumping), Appraise +12, Craft (sculptures) +14, Fly +12, Knowledge (arcana) +17, Knowledge (geography, local, nature) + 10, Perception +9, Perform (oratory) +6, Spellcraft +17, Stealth +11 Languages Common, Draconic, Dwarven, Elven, Gnome, Sylvan SQ arcane bond (raven), extended illusions (+5 rounds) Combat Gear potion of cure moderate wounds, potion of cure serious wounds, scroll of displacement, scroll of empowered scorching roy, scroll of teleport, wand of burning hands (CL 5th, 20 charges), wand of invisibility (20 charges), wand of mage armor (20 charges); Other Gear masterwork dagger, amulet of natural armor +1, belt of mighty constitution +2, cloak of resistance + 1, headband of vast intelligence +2, ring of protection + 1, spellbook, jade dust for magic mouth (worth 50 gp), 998 gp These irreverent illusionists are the bane of humorless adventurers. Their tricks are sometimes mistaken for enemy attacks, and even in dangerous situations, their own amusement comes first. MlE T S ltVERVE lN Miet is an artist who sculpts clay, light, and sound. She is fascinated with the play of light and shadow on physical things, and intensely studies people and objects in order to memorize and understand their shapes and surfaces. She claims that she can create a flawless illusion of anyone she has ever met and anything she has ever touched, and has used her talents for illusion to befuddle, entertain, and confound people for years. She doesn't let herself take anything seriously, even the destruction of her creations-she is comfortable with the ephemeral and impermanent visualizations of her mind's eye, and knows she can always recreate something that was lost. Combat Encounters: Miet enjoys pranks and often doesn't know when she's pushed things too far. What is innocent play in her mind might be interpreted by the PCs as an attack from a hostile, unseen force. Roleplaying Suggestions: Miet might volunteer to travel with the PCs (especially if they are famous) so she can study what they look like or examine strange new monsters.


DEFENSE AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 natural) hp 100 (11d6+59) Fort +10, Ref +6, Will +10 Resist fire 30 OFFENSE Speed 30 ft. Melee mwk dagger +6 (1d4/19-20) Special Attacks channel negative energy (DC 17, 8/day) Arcane School Spell-Like Abilities (CL 11th; concentration +16) 8/day-grave touch (5 rounds) Neuomancer Spells Prepared (CL 11th; concentration +16) 6th-create undead, eye bite (DC 23) 5th-baleful polymorph (DC 20), magic jar (DC 22), teleport, waves of fatigue 4th-animate dead, enervation, fear (DC 21), solid fog, wall of fire 3rd-blink, fireball (DC 18), fly, roy of exhaustion (DC 20), vompiric touch (2) 2nd-blindness/deafness (DC 19), false life, resist energy, see invisibility, score (DC 19), scorching roy 1 st-alarm, burning hands (DC 16), cause fear (DC 18), detect undead, expeditious retreat, mage armor, magic missile 0 (at will)-bleed (DC 17), detect magic, read magic, touch of fatigue (DC 17) Opposition Schools enchantment, illusion TACTICS Before Combat The wizard casts mage armor, false life, resist energy (fire), and see invisibility. During Combat The wizard casts solid fog on a group of enemies, then casts wall of fire in a circle (focused inward) around the solid fog. As opponents leave the fog, he attacks them directly with eyebite and enervation. He might cast fear to drive opponents through the wall of fire, or cast fireball on a group of opponents grouped together. Base Statistics Without false life, mage armor, resist energy, and see invisibility, the wizard's statistics are Senses darkvision 60 ft.; AC 12, touch 11, flat-footed 11; hp 85; Resist none. STATISTICS Str 10, Dex 12, Con 16, lnt 20, Wis 8, Cha 14 Base Atk +5; CMB +5; CMD 16 Feats Brew Potion, Combat Casting, Command Undead, Craft Wondrous Item, Greater Spell Focus (necromancy), Improved Channel, Improved Initiative, Iron Will, Scribe Scroll, Spell Focus (necromancy), Toughness Skills Craft (alchemy) +19, Fly +5, Heal +4, Intimidate +7, Knowledge (arcana) +19, Knowledge (dungeoneering, engineering, geography, history, local, nature, nobility, planes) + 13, Knowledge (religion) + 18, Perception +4, Spell craft + 19 Languages Aklo, Common, Dwarven, Elven, Goblin, Infernal SQ arcane bond (rat), life sight (10 feet, 11 rounds/day) Combat Gear potions of cure moderate wounds (2), potion of displacement, potion of invisibility, robe of bones; Other Gear masterwork dagger, amulet of natural armor +1, belt of mighty constitution +2, cloak of resistance +2, goggles of night, headband of vast intelligence +2, spellbook, crystal for magic jar (worth 100 gp), onyx gems (worth 300 gp), 623 gp The undead creator dispassionately crafts unlife out of dead f lesh and bone. T YRE K GLO DFER Tyrek's love of necromancy is not due to evil motives or megalomaniacal goals, but rather stems from his clinical view of other creatures as mere objects to be manipulated in either life or death. He is as likely to purchase an unusual corpse from a poor family as he is to raid a graveyard for the parts he needs. Though working with negative energy will eventually corrupt him and turn him fully evil, for now he is an amoral scholar of the thin line between life, death, and undeath. Combat Encounters: Tyrek is usually found with undead minions he created, allied undead creatures, or death cultists paying him for his services. He rarely believes the stakes of a battle are high enough to get involved, unless he's attacked or his enemies threaten to stop him from continuing his work. Roleplaying Suggestions: Tyrek willing to join adventurers if their travels involve strange or new kinds of undead for him to examine or capture for further study. If any of his allies die, he's more likely to examine the corpse, raise it from the dead, or use it for parts than to mourn.


lnit +4; Senses darkvision 60 ft., see invisibility; Perception +11 DEFENSE AC 15, touch 11, flat-footed 15 (+4 armor, +1 deflection) hp 102 (12d6+58) Fort +9, Ref +6, Will + 11 Defensive Abilities ore ferocity; DR 10/magic (ranged weapon attack only; 100 points); Immune fire (120 points) OFFENSE Speed 30 ft. Melee +1 greataxe +11/+6 (1d12+S/x3) Arcane School Spell-Like Abilities (CL 12th; concentration +18) At will-change shape (beast shape Ill/elemental body II, 12 rounds/day) 9/day-telekinetic fist (1d4+6 bludgeoning) Transmuter Spells Prepared (CL 12th; concentration +18) 6th-chain lightning (DC 22), disintegrate (2, DC 22), transformation 5th-cane of cold (DC 21), telekinesis, telepathic bond, teleport, wall of stone 4th-black tentacles, fire shield, greater invisibility, ice storm, mass enlarge person (DC 20) 3rd-dispel magic, fly, haste, lightning bolt (2, DC 19), protection from energy 2nd-blur, bull's strength, invisibility, levitate, protection from arrows, scorching ray, see invisibility 1 st-burning hands (DC 17), feather fall, mage armor, magic missile (2), reduce person (DC 17), true strike 0 (at will)-detect magic, mage hand, message, read magic Opposition Schools enchantment, necromancy TACTICS Before Combat The wizard casts mage armor, protection from arrows, protection from energy (lire), and see invisibility. He uses physical enhancement to increase his Constitution. During Combat The wizard casts mass enlarge person on allies, then casts black tentacles, disintegrate, and area damage spells. If out of attack spells, he casts transformation and enters melee. Base Statistics Without mage armor, protection from arrows, protection from energy (lire), and see invisibility, the wizard's statistics are Senses darkvision 60 ft.; AC 11, touch 11, flatfooted 11; DR none; Immune none. STATISTICS Str 16, Dex 10, Con 16, lnt 22, Wis 12, Cha 8 Base Atk +6; CMB +9; CMD 20 Feats Brew Potion, Combat Casting, Craft Wondrous Item, Improved Initiative, Power Attack, Scribe Scroll, Toughness, Vital Strike, Weapon Focus (greataxe) Skills Climb +8, Fly +8, Handle Animal +4, Intimidate +11, Knowledge (arcana) + 19, Knowledge (dungeoneering, geography, history, local, nature) + 14, Perception + 11, Sense Motive +6, Spellcraft + 19, Stealth + 3, Survival +6, Swim +8 Languages Abyssal, Common, Draconic, Giant, Goblin, Infernal, Ore SQ arcane bond (amulet), ore blood, physical enhancement +3, weapon familiarity Combat Gear potions of bear's endurance (4), potions of bull's strength (4), potion of cure moderate wounds, potions of invisibility (4), suo// of greater dispel magic, suo// of transformation; Other Gear + 1 greataxe, cloak of resistance +2, gloves of arrow snaring, headband of vast intelligence +4, ring of protection +1, spellbook, 930 gp A toothy transmuter leads savages to victory in battle. G ARA S H 1NG TUS K-TA KER Garashing believes that every enemy slain by someone he makes bigger or stronger is a testament to his skill as a mage. His allies clear out the chaff, allowing him to directly attack enemy leaders.


I nit +6; Senses Perception + 12 DEFENSE AC 19, touch 14, flat-footed 16 (+4 armor, +1 deflection, +2 Dex, + 1 dodge, + 1 natural) hp 81 (13d6+33) Fort +9, Ref +11, Will +12 Immune fire (120 points); Resist fire 30 OFFENSE Speed 40 ft. Melee club +6/+ 1 (1d6) Special Atta(ks intense spells (+6 damage) Ar(ane S(hool Spell-Like Abilities (CL 13th; concentration + 19) At will-elemental wall (13 rounds/day) 9/day-force missile (1d4+6) Evoker Spells Prepared (CL 13th; concentration + 19) 7th-delayed blast fireball (DC 25), statue 6th-elemental body Ill, maximized fireball (2, DC 21), greater dispel magic 5th-passwall, maximized scorching roy (2), telekinesis, waves of fatigue 4th-maximized burning hands (2, DC 19), greater invisibility, phantasmal killer (DC 20), shout (DC 22), wall of fire 3rd-dispel magic, explosive runes, fireball (DC 21), flame arrow, fly, protection from energy 2nd-flaming sphere (DC 20), gust of wind (DC 20), pyrotechnics (2, DC 18), resist energy, scorching ray, web (DC 18) 1 st-burning hands (DC 19), expeditious retreat, grease, mage armor, magic missile (2), ray of enfeeblement (DC 17) 0 (at will)-bleed (DC 16), dancing lights, mage hand, open/close Opposition S(hools divination, enchantment TACTICS Before Combat The wizard casts mage armor, protection from energy (fire), resist energy (fire), and statue. During Combat The wizard casts greater invisibility, fly, and maximized fireball. He follows up with phantasmal killer, shout, and necromantic rays. Base Statisti(s Without mage armor, protection from energy, and resist energy, the wizard's statistics are AC 15, touch 14, flat-footed 12; Immune none; Resist none. STATISTICS Str 10, Dex 14, Con 14, lnt 22, Wis 9, Cha 12 Base Atk +6; CMB +6; CMD 20 Feats Combat Casting, Craft Wondrous Item, Dodge, Greater Spell Focus (evocation), Improved Initiative, Iron Will, Lightning Reflexes, Maximize Spell, Point-Blank Shot, Scribe Scroll, Spell Focus (evocation) Skills Climb +5, Craft (alchemy) +19, Fly +18, Knowledge (arcana) +21, Knowledge (engineering, planes) +19, Knowledge (geography, history, local, religion) +14, Perception +12, Sense Motive +4, Spellcraft +19, Stealth +12, Survival +4 Languages Abyssal, Common, Draconic, Dwarven, Goblin, lgnan, Infernal SQ arcane bond (ring of protection + 1) Combat Gear elemental gem (fire), potions of cure moderate wounds (2), potion of invisibility, scrolls of protection from energy (2), scrolls of resist energy (2), wand of burning hands (CL 5th, 20 charges), alchemist's fire (10); Other Gear club, amulet of natural armor + 1, boats of striding and springing, bracers of armor +3, cloak of resistance +3, headband of vast intelligence +4, ring of protection +1, spell book, 1,100 gp These mages love to cause collateral damage with fires.


I nit +4; Senses darkvision 60 ft., low-light vision, see invisibility; Perception +27 DEFENSE AC 21, touch 16, flat-footed 17 (+4 armor, +2 deflection, +4 Dex, + 1 natural) hp 69 (14d6+18) Fort +7, Ref +10, Will +11; +2 vs. enchantments Defensive Abilities nondetection, spell turning; Resist electricity 30, fire 30 OFFENSE Speed 30 ft. Melee dagger +8/+3 (1d4+1/19-20) Ranged light crossbow +11 (1d8/19-20) Special Attacks intense spells (+7 damage) Arcane School Spell-Like Abilities (CL 14th; concentration +20) At will-elemental wall (14 rounds/day) 9/day-force missile (1d4+7) Evoker Spells Prepared (CL 14th; concentration +20) 7th-enlarged maximized fireball (DC 21), prismatic spray, spell turning 6th-disintegrate (DC 23), greater dispel magic, enlarged maximized scorching roy (2), enlarged telekinesis (DC 22) 5th-maximized acid arrow, enlarged block tentacles, maximized scorching roy, teleport, wolf of force 4th-arcane eye, dimension door, greater invisibility, enlarged lightning bolt (DC 21), maximized magic missile, shout (DC 22) 3rd-cloiroudiencejcloirvoyonce (2), dispel magic, fly, nondetection, wind wolf 2nd-acid arrow, darkness, dorkvision, glitterdust (DC 18), resist energy (2), see invisibility 1 st-endure elements, expeditious retreat, mage armor, magic missile, shield, true strike (2) 0 (at will)-doncing lights, detect magic, mage hand, message Opposition Schools enchantment, necromancy TACTICS Before Combat The wizard casts dorkvision, endure elements, mage armor, nondetection, resist energy (electricity, fire), see invisibility, and spell turning. During Combat The wizard uses tactics specific to his quarry, choosing spells with saving throws that target his prey's weakest defenses. When facing a target he knows little about, he casts greater invisibility and then enlarged block tentacles to give him time to find the perfect spell. Against single targets, he casts disintegrate, enlarged maximized scorching roy, or maximized magic missile. He uses telekinesis to hurl boulders if the kill is supposed to look like an accident. Base Statistics Without dorkvision, mage armor, resist energy (electricity, fire), and see invisibility, the wizard's statistics are AC 17, touch 16, flat-footed 13; Senses low-light vision; Defensive Abilities none; Resist none. STATISTICS Str 12, Dex 18, Con 13, lnt 22, Wis 10, Cha 8 Base Atk +7; CMB +8; CMD 24 Feats Craft Wondrous Item, Enlarge Spell, Greater Spell Focus (evocation), Maximize Spell, Point-Blank Shot, Precise Shot, Scribe Scroll, Skill Focus (Perception), Spell Focus (evocation, transmutation), Spell Penetration Skills Acrobatics +9, Climb +11, Fly +17, Handle Animal +4, Knowledge (arcana) +23, Knowledge (geography) + 14, Knowledge (local) +19, Knowledge (nature) +15, Perception +27, Spellcraft +23, Stealth +18, Survival +10, Swim +6 Languages Common, Draconic, Dwarven, Elven, Gnome, Halfling, Ore SQ arcane bond (ring of protection +2), elf blood Combat Gear potion of cure serious wounds (2), potion of invisibility, potion of pass without trace, scrolls of teleport (2), wand of scorching roy (CL 11th, 20 charges); Other Gear dagger, light crossbow with 10 bolts, amulet of natural armor +1, bag of holding (type II), belt of incredible dexterity +2, cloak of resistance +2, eyes of the eagle, headband of vast intelligence +4, ring of protection +2, ring of sustenance, spellbook, 1,937 gp The mage sniper kills with spells at extreme range. H 1RO K1 OARS H AN Hiroki is a lethal sniper. He hunts only lawbreakers and rabble-rousers, and is insulted when called an assassin. His magic allows him to kill or capture dangerous people who evade or overcome common soldiers, but he considers preparation his greatest weapon. Combat Encounters: Hiroki might target a PC who has broken a law or reneged on an oath. He usually sets an ambush, possibly aided by other mercenaries, in an area he has studied carefully. \L Roleplaying Suggestions: Hiroki ��- · sells his services as long-range · spellcasting support, though he must be convinced the purpose is legal and serves the cause of justice.


CR 14 DEFENSE AC 22, touch 15, flat-footed 19 (+4 armor, +2 deflection, +2 Dex, + 1 dodge, + 3 natural) hp 125 (15d6+70) Fort +11, Ref +10, Will +12 Defensive Abilities magic circle against good; Immune fire (120 points); Resist electricity 30 OFFENSE Speed 30 ft. Melee mwk quarterstaff +7/+2 (1d6-1) Arcane School Spell-Like Abilities (CL 15th; concentration +21) At will-dimensional steps (450 feet/day) 9/day-acid dart (1d6+7 acid) Conjurer Spells Prepared (CL 15th; concentration +21) 8th-incendiary cloud (DC 26), summon monster VIII 7th-extended acid fog, widened black tentacles, mass hold person (DC 23) 6th-quickened acid arrow, acid fog, disintegrate (DC 2 2), quickened invisibility, summon monster VI 5th-cloud kill (DC 23), dismissal (DC 21), shadow evocation (DC 21), summon monster V, teleport, widened glitterdust (DC 20) 4th-arcane eye, confusion (DC 20), dimension door, greater invisibility, phantasmal killer (DC 20), solid fog 3rd-displacement, magic circle against good, protection from energy, slow (DC 19), stinking cloud (2, DC 21) 2nd-acid arrow, glitterdust (DC 20), knock, mirror image, resist energy, see invisibility, web (DC 20) 1 st-charm person (DC 17), color spray (DC 17), expeditious retreat, feather fall, grease, mage armor, mount 0 (at will)-acid splash, detect magic, mage hand, read magic Opposition Schools evocation, necromancy TACTICS Before Combat The wizard casts mage armor, magic circle against good, protection from energy (fire), resist energy (electricity), and see invisibility. During Combat The wizard leads with mass hold person, followed by widened black tentacles or incendiary cloud if opponents are immune to enchantments. He banishes creatures summoned by foes, charms enemies with his staff, summons allies to protect him, turns uncharmed enemies against each other with confusion, and targets leaders with disintegrate or phantasmal killer. Base Statistics Without mage armor; magic circle against good, protection from energy (fire), resist energy (electricity), and see invisibility, the wizard's statistics are Senses normal; AC 18, touch 15, flat-footed 15; Defensive Abilities none; Immune none; Resist none. STATISTICS Str 8, Dex 14, Con 16, lnt 23, Wis 10, Cha 12 Base Atk +7; CMB +6; CMD 21 Feats Augment Summoning, Combat Casting, Craft Wondrous Item, Dodge, Extend Spell, Greater Spell Focus (conjuration), Improved Initiative, Quicken Spell, Scribe Scroll, Spell Focus (Conjuration), Spell Penetration, Toughness, Widen Spell Skills Bluff +16, Diplomacy +16, Fly +10, Knowledge (arcana, planes) +24, Knowledge (dungeoneering, geography) +14, Knowledge (nature, religion) +19, Perception +15, Ride +7, Sense Motive + 10, Spell craft +24 Languages Abyssal, Aquan, Auran, Common, lgnan, Infernal, Terran SQ arcane bond (staff), summoner's charm (7 rounds) Combat Gear potion of cure serious wounds, potion of invisibility, scroll of summon monster VIII, staff of charming; Other Gear amulet of natural armor + 3, belt of mighty constitution +2, cloak of resistance +3, headband of vast intelligence +4, ring of protection +2, spell book, 2,150 gp A cruel conjurer directs his minions as if they were pawns in a game. ALEXl TH E STERN Alexi prefers to work alone or in a position of command. He considers few beings to be his equals, perhaps because of the lifetime he's spent compelling obedience or summoning monstrous slaves to do his bidding. He prefers to be blunt and direct, and knows how to ask favors in a way that leaves no question that the request is actually an order.


I nit +6; Senses darkvision 60 ft., see invisibility; Perception + 17 DEFENSE AC 26, touch 17, flat-footed 23 (+4 armor, +4 deflection, +2 Dex, +1 dodge, +3 natural, +2 shield) hp 130 (16d6+72) Fort +13, Ref +11, Will +18; +4 vs. mind-affecting, +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training ( +4 dodge bonus to AC vs. giants), energy absorption (48/day), mind blank; DR 10/adamantine (150 points); Immune fire (120 points); Resist cold 10, electricity 30 OFFENSE Speed 20 ft. Melee +1 spell storing warhammer +8/+3 (1d8jx3) Ranged light crossbow +10 (1d8/19-20) Special Attacks + 1 on attack rolls against goblinoid and ore humanoids Abjurer Spells Prepared (CL 16th; concentration +22) 8th-quickened charm monster (DC 23), mind blank, prismatic wall 7th-banishment (DC 23), quickened haste, mass hold person (DC 25), phase door 6th-globe of invulnerability, greater dispel magic, greater heroism, mass bull's strength, mass suggestion (DC 24) 5th-break enchantment, stilled dimension door, dominate person (2, DC 23), telepathic band, wall of stone 4th-arcane eye, charm monster (DC 22), confusion (DC 22), remove curse, solid fog, stoneskin 3rd-dispel magic, haste (DC 19), hold person (2, DC 21), protection from energy, wind wall 2nd-acid arrow, hideous laughter (DC 20), invisibility, levitate, resist energy (2), see invisibility 1st-alarm, charm person (DC 19), expeditious retreat, feather fall, grease, mage armor, true strike 0 (at will)-dancing lights, detect magic, message, resistance Opposition Schools evocation, necromancy TACTICS Before Combat The wizard casts mage armor, mind blank, protection from energy (fire), resist energy (electricity), see invisibility, and stoneskin. She casts telepathic bond on allies. During Combat The wizard's warhammer contains hold person. Base Statisti(S Without mage armor, mind blank, protection from energy, resist energy, see invisibility, and stoneskin, the wizard's statistics are Senses darkvision 60 ft.; AC 22, touch 17, flat-footed 19; Fort +13, Ref +11, Will +18; +2 vs. poison, spells, and spell-like abilities; Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), energy absorption (48/day); DR none; Immune none; Resist cold 10. STATISTICS Str 8, Dex 14, Con 18, lnt 22, Wis 14, Cha 8 Base Atk +8; CMB +7; CMD 24 (28 vs. bull rush or trip) Feats Combat Casting, Craft Wondrous Item, Dodge, Forge Ring, Greater Spell Focus (enchantment), Improved Initiative, Iron Will, Quicken Spell, Scribe Scroll, Spell Focus (enchantment), Spell Penetration, Still Spell Skills Appraise + 14 (+ 16 to assess non magical metals or gemstones), Climb +2, Craft (sculpture) +14, Knowledge (arcana, dungeoneering, engineering) +24, Knowledge (geography, history, planes) +19, Perception +17 (+19 to notice unusual stonework), Sense Motive +12, Spellcraft +24, Survival +7, Swim +2 Languages Common, Dwarven, Giant, Gnome, Goblin, Ore, Terran, Undercommon SQ arcane bond (warhammer), protective ward (6 rounds, +4 deflection, 9/day) Combat Gear potion of cure moderate wounds, scroll of maze, scroll of summon monster VIII; Other Gear +1 spell storing worhommer, amulet of natural armor + 3, bag of holding (type 1), belt of mighty constitution +2, cloak of resistance +4, gloves of arrow snaring, headband of vast intelligence +4, ring of farce shield, ring of protection +4, spell book, diamond dust (worth 500 gp), 700 gp These wizards protect underground communities.


In it +7; Senses darkvision 60 ft., low-light vision; Perception +19 DEFENSE AC 24, touch 17, flat-footed 20 (+4 armor, +2 deflection, + 3 Dex, +1 dodge, +3 natural, +1 size) hp 79 (17d6+ 17) Fort +10, Ref +12, Will +16; +2 vs. illusions Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), moment of prescience, nondetection; Immune detect thoughts, discern lies, alignment detection OFFENSE Speed 20 ft. Melee +1 dogger +10/+5 (1d3+1/19-20) Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids, hand of the apprentice (9/day), metamagic mastery (5/day) Wizard Spells Prepared (CL 17th; concentration +23) 9th-power word kill 8th-horrid wilting (DC 24), moment of prescience 7th-quickened hold person (DC 24), insanity (DC 24), statue 6th-chain lightning (DC 22), disintegrate (DC 23), greater dispel magic, moss suggestion (DC 23), true seeing 5th-baleful polymorph (DC 22), stilled dimension door, dominate person (DC 22), passwall, prying eyes 4th-bestow curse (DC 20), confusion (DC 21), greater invisibility, locate creature, solid fog 3rd-c/oiroudiencejc/oirvoyonce, dispel magic, hold person (DC 20), nondetection, slow (DC 20) 2nd-alter self, darkvision, detect thoughts (DC 18), invisibility (2), knock 1 st-charm person (DC 18), feather fall, grease, mage armor, magic missile, obscuring mist 0 (at will)-detect magic, detect poison, mage hand, openjclose TACTICS Before Combat The wizard casts dark vision, mage armor, moment of prescience, nondetection, and statue. During Combat The wizard prefers to evade combat by casting dimension door or greater invisibility. Base Statistics Without dorkvision, mage armor, and moment of prescience, the wizard's statistics are Senses low-light vision; AC 20, touch 17, flat-footed 16; Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants). STATISTICS Str 10, Dex 16, Con 12, lnt 22, Wis 14, Cha 10 Base Atk +8; CMB +7; CMD 23 Feats Combat Casting, Combat Expertise, Craft Wondrous Item, Dodge, Extend Spell, Improved Initiative, Quicken Spell, Scribe Scroll, Silent Spell, Spell Focus (enchantment), Spell Focus (transmutation), Spell Penetration, Still Spell Skills Bluff +15, Climb +5, Craft (alchemy) +14, Diplomacy +5, Disguise + 10, Fly + 13, Knowledge (arcana) + 19, Knowledge (engineering, geography, history, local, nobility, religion) +14, Perception +19, Sense Motive +17, Spellcraft +19, Stealth +22, Use Magic Device + 13 Languages Common, Draconic, Dwarven, Elven, Gnome, Halfling, Infernal, Ore, Sylvan SQ arcane bond (lizard) Combat Gear pearl of power (5th), potions of cure moderate wounds (2), potions of cure serious wounds (2), potions of delay poison (3), potion of glibness, potions of invisibility (2), scrolls of detect secret doors (2), scroll of dimension door, scrolls of fly (2), scroll of greater invisibility, scrolls of scorching ray (2), scrolls of see invisibility (2), scrolls of teleport (2), dark reaver powder (2), deathblade (2); Other Gear +1 dogger, amulet of natural armor +3, bog of holding (type 1), belt of incredible dexterity +2, cloak of resistance +4, hot of disguise, headband of vast intelligence +4, ring of mind shielding, ring of protection +2, slippers of spider climbing, eye ointment for true seeing (worth 500 gp), silver mirror (worth 1,000 gp), spellbook, 1,823 gp The mage spy is a diplomat and saboteur.


I nit +5; Senses see invisibility; Perception +24 DEFENSE AC 23, touch 16, flat-footed 22 (+4 armor, +4 deflection, + 1 Dex, +1 insight, +3 natural) hp 170 (18d6+105) Fort +14, Ref +11, Will +17; +4 vs. mind-affecting Defensive Abilities mind blank, spell turning; Resist cold 20, lire 30 OFFENSE Speed 30 ft. Melee mwk silver dagger +9/+4 (1d4-1/19-20) Special Attacks channel negative energy (DC 19, 11/day) Arcane School Spell-Like Abilities (CL 18th; concentration +26) 11/day-grave touch (9 rounds) Neuomancer Spells Prepared (Cl 18th; concentration +26) 9th-energy drain (DC 29), time stop, wail of the banshee (DC 29) 8th-creole greater undead, horrid wilting (3, DC 28), mind blank 7th-ethereal jaunt, finger of death (DC 27), quickened fireball (DC 22), spell turning, waves of exhaustion 6th-chain lightning (DC 25), create undead, disintegrate (DC 24), eyebite (DC 26), maximized vompiric touch (2) 5th-cloudkill (DC 23), quickened magic missile, maximized scorching ray, teleport, wolf of force, waves of fatigue 4th-animate dead, orcone eye, bestow curse (2, DC 24), dimension door, fire shield, maximized ray of enfeeblement 3rd-blink, dispel magic (2), fireball (2, DC 22), fly, vompiric touch 2nd-blindnessjdeofness (DC 22), dorkvision, false life, glitterdust (DC 20), resist energy, scorching ray, see invisibility 1 st-cause fear (DC 21), expeditious retreat, feather foil, grease, mage armor, magic missile, obscuring mist 0 (at will)-bleed (DC 20), detect magic, mage hand, read magic Opposition Schools enchantment, illusion TACTICS Before Combat The wizard casts false life, mage armor, mind blank, resist energy (fire), see invisibility, and spell turning. During Combat The wizard casts time stop and energy drain on the most dangerous-looking target, then thins out the ranks of his enemies with chain lightning. Base Statistics Without false life, mage armor, mind blank, resist energy (fire), see invisibility, and spell turning, the wizard's statistics are AC 19, touch 16, flat-footed 18; hp 155; Fort +14, Ref+ 11, Will + 17; Defensive Abilities none; Resist cold 20. STATISTICS Str 8, Dex 12, Con 18, lnt 26, Wis 14, Cha 10 Base Atk +9; CMB +8; CMD 23 Feats Alertness, Combat Casting, Command Undead, Craft Wondrous Item, Extra Channel, Forge Ring, Greater Spell Focus (necromancy), Improved Channel, Improved Initiative, Maximize Spell, Quicken Spell, Scribe Scroll, Spell Focus (evocation, necromancy), Toughness, Weapon Focus (ray) Skills Fly +22, Heal +20, Intimidate + 16, Knowledge (arcana, planes, religion) +29, Knowledge (history, local) +21, Perception +24, Sense Motive +24, Spellcraft +29, Stealth + 19, Use Magic Device + 18 Languages Aklo, Common, Draconic, Dwarven, Elven, Gnome, Goblin, Ore, Undercommon SQ arcane bond (owl), life sight (30 feet, 18 rounds/day) Combat Gear potions of cure serious wounds (3), suo// of iron body, suo// of spell turning, suo// of wolf of force, wand of inflict moderate wounds (20 charges), wand of invisibility (20 charges); Other Gear masterwork silver dagger, amulet of noturol armor +3, belt of mighty constitution +4, clear spindle ioun stone, cloak of resistance +4, dusty rose prism ioun stone, headband of vast intelligence +6, restorative ointment, ring of major energy resistance (cold), ring of protection +4, onyx gems (worth 2,000 gp), spellbook, 8,973 gp These wizards are steeped in the evil of their profession.


DEFENSE AC 24, touch 16, flat-looted 21 (+4 armor, +3 deflection, +2 Dex, +1 dodge, +4 natural) hp 139 (19d6+70) Fort +13, Ref +12, Will +17; +2 vs. enchantments, +4 vs. mind-affecting Defensive Abilities mind blank, misdirection, spell turning; Immune electricity (120 points), lire (120 points); Resist cold 30 OFFENSE Speed 3511. Melee +1 dogger +9/+4 (1d4/19-20) Special Attacks aura of despair (19 rounds/day) Arcane School Spell-Like Abilities (CL 19th; concentration +27) 11/day-dazing touch Enchanter Spells Prepared (CL 19th; concentration +27) 9th-dominate monster (DC 29), power word kill, summon monster IX, weird (DC 27) 8th-horrid wilting (DC 26), incendiary cloud (DC 26), irresistible dance, mind blank, polymorph any object (DC 26) 7th-extended acid fog, quickened hold person (2, DC 23), moss hold person (DC 27), project image (DC 25), spell turning 6th-disintegrate (DC 24), greater dispel magic, greater heroism, moss suggestion (DC 26), quickened mirror image, repulsion (DC 24) 5th-cloud kill (DC 23), dominate person (DC 25), feeblemind (DC 25), hold monster (DC 25), mind fog (DC 25), teleport 4th-bestow curse (DC 22), charm monster (2, DC 24), crushing despair (DC 24), enervation, greater invisibility, phantasmal killer (DC 22) 3rd-displocement, fly, hold person (DC 23), magic circle against good, protection from energy (2), slow (DC 21) 2nd-acid arrow (2), ghoul touch (DC 20), misdirection, resist energy, touch of idiocy, web (DC 20) 1 st-charm person (DC 21), expeditious retreat, feather fall, mage armor, obscuring mist, roy of enfeeblement (DC 19), reduce person (DC 19) o (at will)-bleed (DC 18), doze (DC 20), mage hand, mending Opposition Schools divination, evocation TACTICS Before Combat The wizard casts mage armor, mind blank, misdirection, protection from energy (electricity, lire), resist energy (cold), and spell turning. During Combat The wizard uses dominate monster, weird, and moss hold person to control enemies, plus incendiary cloud and horrid wilting if they resist enchantments. She uses polymorph any object to change the last survivor into a marionette lor her collection. Base Statistics Without mage armor, mind blank, misdirection, protection from energy, resist energy, and spell turning, the wizard's statistics are AC 20, touch 16, flat-looted 17; Defensive Abilities none; Immune none; Resist none. STATISTICS Str 8, Dex 14, Con 16, lnt 26, Wis 10, Cha 14 Base Atk +9; CMB +8; CMD 24 Feats Combat Casting, Craft Wand, Craft Wondrous Item, Dodge, Extend Spell, Fleet, Forge Ring, Greater Spell Focus (enchantment), Improved Initiative, Improved Iron Will, Iron Will, Quicken Spell, Scribe Scroll, Skill Focus (Perception), Spell Focus (enchantment) Skills Bluff +17, Craft (puppets) +16, Diplomacy +17, Disguise +12, Fly +15, Handle Animal +7, Intimidate +17, Knowledge (arcana) +26, Knowledge (dungeoneering, engineering, geography, nature, nobility, planes, religion) +16, Knowledge (history, local) +21, Perception +24, Perform (comedy) + 12, Sense Motive +15, Spellcraft +21 Languages Common, Draconic, Dwarven, Elven, Giant, Goblin, Gnome, Hallling, Sylvan, Undercommon SQ arcane bond (ring of protection +3), ell blood, enchanting smile Combat Gear potions of cure serious wounds (3), scrolls of mage's private sanctum (2), scroll of power word blind, scrolls of summon monster VI (2), wand of displacement (20 charges), wand of fly (20 charges), wand of tongues (20 charges); Other Gear +1 dogger, amulet of natural armor +4, belt of mighty constitution +4, cloak of resistance +4, figurine of wondrous power (obsidian steed), headband of vast intelligence +6, pearl of power (7th), pearl of power (4th), ring of protection +3, spellbook, 2,036 gp The puppet master treats living minds like a child's toys. RA D lttO Radillo has always been able to manipulate people with sweet words and subtle promises. Having learned to enforce this with magic, she plays with thoughts for pleasure or power, and has contacts in many cities whose minds belong fully to her.


lnit +5; Senses low-light vision; Perception +18 DEFENSE AC 26, touch 18, flat-footed 25 (+4 armor, +5 deflection, +1 Dex, +2 insight, +4 natural); never flat-footed hp 172 (20d6+100) Fort +14, Ref +14, Will +18; +2 vs. enchantments, +4 vs. mind-affecting Defensive Abilities mind blank, moment of prescience, never surprised, spell turning; DR 10/adamantine (150 points); Immune fire (120 points), sleep; Resist cold 30, electricity 30 OFFENSE Speed 30 ft. Melee quarterstaff +9/+4 (1d6-1) Special Attacks hand of the apprentice (12/day), metamagic mastery (7/day) Wizard Spells Prepared (CL 20th; concentration +29) 9th-maximized disintegrate (DC 25), foresight, meteor swarm (DC 28), summon monster IX, time stop 8th-discern location, greater shout (DC 29), mass charm monster (DC 27), mind blank, moment of prescience 7th-forcecage (2, DC 28), prismatic spray (2, DC 26), spell turning 6th-chain lightning (2, DC 27), greater dispel magic (2), true seeing 5th-baleful polymorph (DC 24), break enchantment, claudkill (DC 24), feeblemind (DC 24), teleport, wall of force 4th-dimension door (2), greater invisibility, ice storm (2), stoneskin 3rd-dispel magic, protection from energy, stinking cloud (DC 22), suggestion (DC 22), tongues, vampiric touch 2nd-invisibility, mirror image, resist energy (2), shatter, web (DC 21) 1st-charm person (2, DC 20), mage armor (2), magic missile (3) 0 (at will)-detect magic, light, mage hand, read magic TACTICS Before Combat The wizard casts foresight, mage armor, mind blank, moment of prescience, protection from energy (fire), resist energy (cold, electricity), spell turning, and stoneskin. During Combat The wizard casts maximized disintegrate, meteor swarm, mass charm monster, and prismatic spray. Base Statistics Without foresight, mage armor, mind blank, moment of prescience, protection from energy, resist energy, spell turning, and stoneskin, the wizard's base statistics are AC 20, touch 16, flatfooted 19; Fort +14, Ref +12, Will +18; +2 vs. enchantments; Defensive Abilities none; DR none; Immune sleep; Resist none; CMD 25. STATISTICS Str 8, Dex 12, Con 16, lnt 28, Wis 12, Cha 13 Base Atk +10; CMB +9; CMD 27 Feats Combat Casting, Craft Staff, Craft Wondrous Item, Extend Spell, Forge Ring, Greater Spell Focus (evocation), Improved Initiative, Maximize Spell, Quicken Spell, Scribe Scroll, Silent Spell, Spell Focus (evocation), Spell Penetration, Still Spell, Toughness Skills Diplomacy +16, Fly +14, Intimidate +11, Knowledge (arcana, history, planes) + 32, Knowledge (geography, local, nature, nobility, religion) +22, Perception +18, Sense Motive +11, Spellcraft +32 (+34 to identify magic item properties), Stealth + 11, Use Magic Device +21 Languages Aklo, Celestial, Common, Draconic, Dwarf, Elven, Giant, Gnome, Halfling, Ore, Sylvan SQ arcane bond (ring of protection +5), elven magic, weapon familiarity Combat Gear potion of cure serious wounds, wand of cure moderate wounds (50 charges), wand of delay poison (20 charges), wand of restoration (20 charges), staff of evocation; Other Gear amulet of natural armor +4, bag of holding (type IV), belt of mighty constitution +4, cloak of resistance +5, gloves of arrow snoring, headband of vast intelligence +6, pearl of power (5th), ring of counterspells, ring of protection +5, diamond dust (worth 1,000 gp), eye ointment for true seeing (worth 500 gp), spellbook, 4,175 gp The master universalist draws power and knowledge from all schools of magic.


PRESTlGE CLASSES Prestige classes allow you to customize characters in very specialized ways. However, the prerequisites mean characters with a prestige class tend to be higher level and might require specific kinds of multiclassing to be effective. The NPC Codex saves busy GMs the time it would take to create NPCs with prestige classes. This chapter gives you useful and interesting NPCs at prestige class levels 2, 4, 7, and 10 for each of the 10 prestige classes detailed in the Pathfinder RPG Core Rulebook. The NPCs are character levels 9, 13, 17, and 20, allowing you to use them over a wide range of levels in the campaign. All of the NPCs in this chapter use the "heroic" set of base ability scores (15, 14, 13, 12, 10, 8), and the value of their gear has been determined using the Heroic Level column ofTable 14-9: NPC Gear, which can be found on page 454 of the Core Rulebook. In general, the NPCs do not list mundane gear such as rope, torches, belt pouches, and so on unless it is vital to the character (clerics have a holy symbol, rogues with Disable Device have thieves' tools, and so on). You can assume that an NPC is geared appropriately for his or her profession or adventuring career, and if cost is ever a factor, you can mark off some of t he character's extra gear for this purpose or swap it for expendable items such as potions, nearly expended wands, and so on. HOW TO USE TH1S CHAPTER As with the characters presented in Chapter 1, the three most common uses for NPCs in this chapter are as enemies, allies, and player characters, and the same guidelines explained there apply to this chapter. If your campaign requires PCs to train with a member of a prestige class before they can take levels in that prestige class, you may wish to use these NPCs as mentors or trainers for PCs interested in pursuing these specific courses of study. NOTES ON ClASSES As with the characters in Chapter 1, you always have the option to alter or add to these characters to make them even more useful to your campaign. If you're considering swapping a character's core class abilities for those of another class or archetype, be sure the altered character still qualifies for the prestige class. For example, the arcane trickster class requires a character to have sneak attack +2d6, so don't use a class or rogue archetype that removes the character's sneak attack ability. The remainder of this section examines specific alternative class and archetype choices for each of the classes in this chapter. Arcane Archer This prestige class requires the ability to cast 1st-level arcane spells, so all four of the arcane archers in this chapter have at least one level in bard, sorcerer, or wizard. If you want to alter the f lavor of these characters, you can swap levels in these core classes for levels in a similar arcane spellcasting class such as summoner or witch. You can even hand-wave the minor math differences between the classes (such as the Hit Die type of a summoner compared to that of a wizard) and create an NPC with a very different feel. For example, the tournament champion (arcane archer 4) is a bard/sorcerer, but could easily be a summoner/sorcerer or a bard/witch, which presents a very different concept for the character. Arcane Trickster This prestige class requires sneak attack +2d6, so all of the arcane tricksters presented here have at least three levels in the rogue class (the only class in the Core Rulebook with sneak attack). The requirement that the character must be able to cast mane hand means the character must have levels in bard, sorcerer, or wizard, so all of the arcane tricksters are multiclassed with rogue and one of those three classes. You could, however, replace the rogue levels in any of these characters with ninja levels (Patlifinder RPG Ultimate Combat), since the ninja is a modified rogue. The sandman bard archetype (Patlifinder RPG Advanced Player's Guide) and vivisectionist alchemist archetype (Pathfinder RPG Ultimate Manic) also give the sneak attack ability and would be interesting class swaps for arcane tricksters. Assassin This prestige class has the easiest requirements to meet (in terms of game mechanics) out of any in the Core Rulebook, so the four assassins presented here have a variety of base classes-a cleric/rogue, a druid/fighter, a monk, and a rogue. This gives you many options when it comes to quickly customizing these assassins to suit your campaign without altering much of the math. The cleric/ rogue could be an oracle/rogue, a cleric/bard, or druid/ rogue. The monk could be a fighter, ranger, or rogue. The druid/fighter could be a druid/barbarian, druid/ranger, or cleric/fighter. The rogue could be a bard, ninja, or even a summoner. Dragon Disciple This class requires levels in a spontaneous-casting arcane class (of which there are only two examples in the Core Rulebook, the bard and sorcerer), and if the character has sorcerer levels, it requires him to have the draconic bloodline, so this prestige class is perhaps the most specialized in the Core Rulebook. Fortunately, changing


the character's dragon type is very easy, allowing you to use these four characters as any of the 10 dragon types listed in the sorcerer class. Duelist This class requires three combat feats, so it is naturally suited for fighters (and to a lesser extent rogues, who can use rogue talents to gain extra combat feats). Its reliance on using intelligent tactics, wearing light or no armor, wielding a light or one-handed piercing weapon, and having a free hand makes it a suboptimal choice for barbarians (whose rage-based abilities are a poor thematic match), monks (as they can fight without weapons, and there is only one monk weapon they can use with duelist class abilities), paladins (who usually wear heavier armor), and rangers (who for the most part either are archers or fight in melee with two weapons). Therefore, the four duelists presented here all have fighter or rogue levels. Because the duelist doesn't use specific fighter or rogue class features as requirements, you can easily swap out these features with those of another archetype, such as the free hand fighter, mobile fighter, acrobat rogue, or rake rogue (all of which are detailed in the Advanced Player's Guide), to create a new duelist with this stat block. Eldritch Knight This class requires proficiency in all martial weapons and 3rd-level arcane spellcasting, so the character must have levels in barbarian, fighter, paladin, or ranger (the only way to gain proficiency in all martial weapons listed in the Core Rulebook), and levels in bard, sorcerer, or wizard (the only classes in the Core Rulebook that have arcane spellcasting). Though the theme of this class is mostly taken over by the magus base class (see Ultimate Combat), using the prestige class lets you do things that you can't do as a single-classed magus, such as using higher-level spells or arcane spells that aren't on the magus spell list, mixing arcane and divine magic (as the champion of magic eldritch knight on page 221 does), and using barbarian rage. In most cases, you can swap out the character's spellcasting class for another (such as replacing conjurer levels with summoner levels or sorcerer levels with bard levels) or swap her martial class levels for another martial class (ranger for barbarian, cavalier for fighter, and so on). Loremaster Because this class's skill, feat, and spell requirements are very specific and its unique class abilities are not particularly useful in combat, characters of this class are often relegated to NPC status as sages or mentors. The four loremasters presented here focus on knowledge of the gods, nature, humanoid history, and the planes. However, because the prestige class abilities don't alter the base class's abilities or have specific ties to the character's field of study, you can swap out class levels or change the knowledge focus to whatever you need for your campaign. For example, if you need a 9th-level planar expert, use the divine loremaster and swap her Knowledge (planes) and Knowledge (religion) skill bonuses. Mystic Theurge This class requires three or more levels of investment in two different spellcasting classes, and a character interested in this path usually can't afford to dip into other classes on the way to taking prestige class levels. One of the two unique class abilities of the mystic theurge is the ability to use spell slots from one class to cast spells from the character's other class. However, because doing so makes the spell use a higher-level spell slot than normal, this is a suboptimal choice-the character would normally do this only if he needed extra castings of certain spells and didn't have enough spell slots of the right class. Rather than presenting an underpowered character with weaker-than-normal spells, the four mystic theurges in this chapter are not depicted as using that class ability. Feel free to alter their spell lists to take advantage of this ability if it suits your campaign. Pathfinder Chronicler This class requires a small skill investment and a roleplaying or background requirement that doesn't need a specific class ability and has no effect on the character's stat block; therefore, the example Pathfinder chroniclers represent a variety of classes. As with the example assassin characters, this means you can easy swap base classes to customize these Pathfinder chroniclers to suit your campaign, such as by changing the mad prophet ( page 233) from a cleric to a conjurer, the master storycrafter (page 234) from a sorcerer to an illusionist, or the battle skald (page 235) from a barbarian/bard to a ranger/bard. Shadowdancer This class requires three combat feats and a small skill investment, so while it is mainly suited for martial characters, it is within reach for spellcasters as well. However, many of the shadowdancer's class abilitiesdarkvision, evasion, proficiencies, rogue talents, and uncanny dodge-are available from other classes or races (or can be emulated with other class abilities), so many characters who take levels in this class will have redundant abilities. Creating an effective shadowdancer requires careful selection of base classes and feats to avoid this; if you swap out earlier levels, make sure you minimize the number of these abilities the character gains from two different sources.


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